Fix compilation issues
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@ -5,6 +5,8 @@
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "Field/FieldSystemActor.h"
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#include <Field/FieldSystemObjects.h>
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#include "Field/FieldSystemComponent.h"
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#include "NakatomiFieldSystemActor.generated.h"
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@ -43,7 +43,7 @@ void APickup::Tick(const float DeltaTime)
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// We have to do this because Unreal doesn't like it when you create lights in c++ apparently ::pain::
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const float Sin = FMath::Abs(FMath::Sin(GetWorld()->GetRealTimeSeconds() * (LightFadeSpeed / 2)));
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//PointLightComponent->SetLightBrightness(sin * MaxLightBrightness);
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PointLightComponent->SetLightBrightness(Sin * MaxLightBrightness);
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//PointLightComponent->SetLightBrightness(Sin * MaxLightBrightness);
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}
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void APickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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