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TG_ARPG/Content/Tengen/BPA/Base/GA_Base.uasset

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2023-07-21 01:46:37 +08:00
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V<00><00><00><00><><EFBFBD>w<EFBFBD>߂J<DF82><4A><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@1l<18>4<EFBFBD>2:N<><1C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>_<00> #&Y<<00><><EFBFBD><EFBFBD>o)E]</Game/Tengen/BPA/Base/GA_Base*4 AbilityTags˥<><CBA5>ActivationBlockedTags@>factor.abilitywD{ArrayPropertyI<><49>ibAllowDeletion<00><><0E>bCommentBubblePinnedq.%LbCommentBubbleVisibleQ$<<bLegacyNeedToPurgeSkelRefs<00><>\;BlockAbilitiesWithTag<00><><EFBFBD>3BlueprintGuid<00>UBlueprintSystemVersion<00>t +BlueprintType <11><>bool. d<> BoolProperty<04><>bOverrideFunction<10><>[bWasCancelled8<>x Category<00>~<7E><>CategorySorting<1E>Comment<00><19><>DefaultGraphNode<00><><EFBFBD>v delegate<00><><EFBFBD><EFBFBD> DisplayNamez<><7A>BEditedDocumentInfo<00>_<10>EditedObjectPath<00>A<EFBFBD><41> EnabledState<00>%N<>Engine<00>D<>ENodeEnabledState<00>@<40><>ENodeEnabledState::Disabled<00><><EFBFBD><EFBFBD> EnumPropertyQם@EventReference<00><><EFBFBD><EFBFBD>exec|<7C><>FloatProperty<00><><EFBFBD><EFBFBD>GA_Base<00><><EFBFBD>EGameplayTagContainer<00><>ӓGeneratedClass<00>XT
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BlueprintGA_Base<00>BlueprintGeneratedClass
GA_Base_C<00>_)GA_Base/Script/Engine.BlueprintBlueprintTypeBPTYPE_NormalBlueprintNamespaceImportedNamespaces()ImplementedInterfacesBlueprintPathGA_BaseGeneratedClassP/Script/Engine.BlueprintGeneratedClass'/Game/Tengen/BPA/Base/GA_Base.GA_Base_C' ParentClass=/Script/CoreUObject.Class'/Script/TG_ARPG.TGGameplayAbility'NativeParentClass=/Script/CoreUObject.Class'/Script/TG_ARPG.TGGameplayAbility'NumReplicatedProperties0BlueprintDescriptionBlueprintCategoryBlueprintDisplayName ClassFlags4458496 IsDataOnlyTrueFiBData <0B><><EFBFBD> % GjoeJoCmvfqsjouNbobhfs Qspqfsujft Qspqfsujft GjoeJoCmvfqsjouNbobhfsVcfsVcfs GjoeJoCmvfqsjouNbobhfsObnfObnf LjtnfuTdifnbHsbqiEjtqmbzObnf`FwfouHsbqi FwfouHsbqi GjoeJoCmvfqsjouNbobhfs Eftdsjqujpo Eftdsjqujpo  CmvfqsjouOpHsbqiUppmujq)Opof* GjoeJoCmvfqsjouNbobhfsOpeftOpeft L3Opef Fwfou`ObnfFwfou!|GvodujpoObnf~GvodujpoObnfBdujwbufBcjmjuz  GjoeJoCmvfqsjouNbobhfs DmbttObnf DmbttObnf
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GA_Base_C'/Script/Engine.BlueprintGeneratedClassNumReplicatedProperties0 ParentClass=/Script/CoreUObject.Class'/Script/TG_ARPG.TGGameplayAbility' ModuleNameGA_BaseModuleRelativePathNativeParentClass=/Script/CoreUObject.Class'/Script/TG_ARPG.TGGameplayAbility' ClassFlags4458496BlueprintTypeBPTYPE_Normal<00><>74<00><><EFBFBD><EFBFBD> &B4 .D)<00>>)><00>><8>C<00>fN<66><4E>)c<>9 <00>?3@4#4
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G<EFBFBD><1E><1B>Ғs3> " > "> "3>F,+4<00><><EFBFBD><EFBFBD>*.'3/=XTThis node is disabled and will not be called.
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Drag off pins to build functionality.0>% <1E><>H_<48>K<EFBFBD><18><15> q<>3<00><><EFBFBD>)<19>FI<46>V9,|<7C><><EFBFBD><00><><EFBFBD>)<19>FI<46>V9,|<7C><><EFBFBD>5<00><00><><EFBFBD><EFBFBD>3<00><><EFBFBD><EFBFBD>(<00>c<>}<7D>?<3F>@<40><><EFBFBD>vs<76>}<7D>c<>}<7D>?<3F>@<40><><EFBFBD>vs<76>}<7D>?<00><00><><EFBFBD><EFBFBD>33<00>А<<3C><>i<EFBFBD>G<EFBFBD><47>m<EFBFBD>\]А<<3C><>i<EFBFBD>G<EFBFBD><47>m<EFBFBD>\]<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Was Cancelled
^\ 33falsefalse<00>3truetrueAbilityQ/** Blueprint event, will be called if an ability ends normally or abnormally */ OnEndAbility-#Public/Abilities/GameplayAbility.h; OnEndAbilityAJBlueprint event, will be called if an ability ends normally or abnormallyAbility<00>/**
* The main function that defines what an ability does.
* -Child classes will want to override this
* -This function graph should call CommitAbility
* -This function graph should call EndAbility
*
* Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
* In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
* will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
*
*/ActivateAbility-#Public/Abilities/GameplayAbility.h;ActivateAbilityAhThe main function that defines what an ability does.
-Child classes will want to override this
-This function graph should call CommitAbility
-This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called. true true6!B7166B4D476690BA3AD217BAF48893E63<00><>*<2A><><EFBFBD><EFBFBD><EFBFBD>.;<3B><>v<>8Qʿ)0<00><>*<2A>