refactor: Simplify tag display name retrieval and enhance null checks in utility functions
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@@ -40,15 +40,14 @@ FText UDA_GameTagRegistry::GetTagDisplayName(const FGameplayTag& Tag) const
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}
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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FString DevComment;
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FString DisplayName = TagManager.GetTagDevCommentAndDisplayName(Tag, DevComment);
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FText DisplayName = TagManager.GetTagDisplayNameText(Tag);
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if (DisplayName.IsEmpty())
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{
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return FText::FromName(Tag.GetTagName());
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}
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return FText::FromString(DisplayName);
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return DisplayName;
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}
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bool UDA_GameTagRegistry::ValidateTag(const FGameplayTag& Tag) const
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@@ -16,7 +16,18 @@
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UGI_GameFramework* UFL_GameUtilities::GetGameFramework(const UObject* WorldContextObject)
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{
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return GetSubsystemSafe<UGI_GameFramework>(WorldContextObject);
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if (!WorldContextObject)
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{
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return nullptr;
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}
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UWorld* World = WorldContextObject->GetWorld();
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if (!World)
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{
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return nullptr;
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}
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return Cast<UGI_GameFramework>(World->GetGameInstance());
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}
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UGameInstanceSubsystem* UFL_GameUtilities::GetSubsystemByClass(const UObject* WorldContextObject,
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@@ -2,6 +2,10 @@
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// UE5 Modular Game Framework — BPC_StateManager Implementation
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#include "Player/BPC_StateManager.h"
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#include "Player/BPC_HealthSystem.h"
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#include "Player/BPC_StressSystem.h"
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#include "Player/BPC_StaminaSystem.h"
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#include "Player/BPC_MovementStateSystem.h"
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#include "GameplayTagsManager.h"
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DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All);
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@@ -2,6 +2,9 @@
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// UE5 Modular Game Framework — BPC_DamageReceptionSystem Implementation
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#include "Weapons/BPC_DamageReceptionSystem.h"
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#include "Player/BPC_HealthSystem.h"
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#include "Weapons/BPC_ShieldDefenseSystem.h"
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#include "Weapons/BPC_HitReactionSystem.h"
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkDamage, Log, All);
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