Add proper source code folder layout
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "BaseAttributeSet.h"
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#include "AbilitySystemInterface.h"
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#include "Items/InventoryComponent.h"
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#include "Commands/BaseCommand.h"
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#include "Items/InventoryInterface.h"
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#include "UI/OutlinerTypes.h"
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#include "Interaction/InteractionInterface.h"
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#include "BaseUnit.generated.h"
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class UCommandComponent;
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UCLASS()
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class MAYBETHISTIME_API ABaseUnit : public ACharacter, public IAbilitySystemInterface, public IInteractionInterface, public IInventoryInterface
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ABaseUnit();
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Abilities") UCommandComponent* CommandComponent;
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UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Abilities") UAbilitySystemComponent* AbilitySystemComponent;
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UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Abilities") UBaseAttributeSet* AttributeSet;
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UPROPERTY(EditDefaultsOnly) TArray<TSubclassOf<UGameplayEffect>> PassiveUpkeepEffects;
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) FName PrimaryFaction;
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) FText DisplayName;
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// Inventory
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UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Abilities") UInventoryComponent* InventoryComponent;
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virtual UInventoryComponent* GetInventoryComponent_Implementation() const override;
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// HUD
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UFUNCTION(BlueprintCallable, BlueprintPure) virtual EOutlinerStatus GetOutlinerStatus() const;
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protected:
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virtual void BeginPlay() override;
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};
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