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No commits in common. "532bcc7e66b4e3c94ee990c5dcb241361c2aff81" and "29246357dc43a0a7eda70b61035c3ff2b2b7d233" have entirely different histories.
532bcc7e66
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29246357dc
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@ -5,7 +5,6 @@
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#include <Kismet/GameplayStatics.h>
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#include <Kismet/GameplayStatics.h>
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#include "NakatomiGameInstance.h"
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#include "PlayerCharacter.h"
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#include "PlayerCharacter.h"
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void ALevelEndTriggerVolume::BeginPlay()
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void ALevelEndTriggerVolume::BeginPlay()
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@ -29,9 +28,9 @@ void ALevelEndTriggerVolume::OnOverlapBegin(UPrimitiveComponent* OverlappedCompo
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{
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{
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GetCollisionComponent()->OnComponentBeginOverlap.Clear();
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GetCollisionComponent()->OnComponentBeginOverlap.Clear();
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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if (!NextGameLevel.IsNull())
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{
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{
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gameInstance->GetCurrentLevelManager()->LoadNextLevel();
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextGameLevel);
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}
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}
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this->Destroy();
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this->Destroy();
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@ -1,33 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LevelKeyPickup.h"
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#include "NakatomiGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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void ALevelKeyPickup::BeginPlay()
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{
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Super::BeginPlay();
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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gameInstance->GetCurrentLevelManager()->IncrementInitialLevelKeys();
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}
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}
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void ALevelKeyPickup::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ALevelKeyPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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gameInstance->GetCurrentLevelManager()->IncrementInitialLevelKeys();
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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@ -1,25 +0,0 @@
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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 "Pickup.h"
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#include "LevelKeyPickup.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API ALevelKeyPickup : public APickup
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
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};
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@ -7,15 +7,3 @@ UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
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{
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{
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return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
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return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
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}
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}
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UNakatomiLevelManager* UNakatomiGameInstance::GetCurrentLevelManager()
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{
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return IsValid(currentLevelManager)
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? currentLevelManager
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: currentLevelManager = NewObject<UNakatomiLevelManager>(this, TEXT("Level Manager"));
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}
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void UNakatomiGameInstance::SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager)
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{
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currentLevelManager = NewLevelManager;
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}
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@ -5,7 +5,6 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Engine/GameInstance.h"
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#include "Engine/GameInstance.h"
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#include "NakatomiAIAttackTokenManager.h"
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#include "NakatomiAIAttackTokenManager.h"
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#include "NakatomiLevelManager.h"
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#include "NakatomiGameInstance.generated.h"
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#include "NakatomiGameInstance.generated.h"
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/**
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/**
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@ -16,10 +15,6 @@ class NAKATOMI_API UNakatomiGameInstance : public UGameInstance
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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private:
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UNakatomiLevelManager* currentLevelManager;
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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@ -30,9 +25,4 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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UNakatomiAIAttackTokenManager* GetAIAttackTokenManager();
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UNakatomiAIAttackTokenManager* GetAIAttackTokenManager();
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UFUNCTION(BlueprintCallable)
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UNakatomiLevelManager* GetCurrentLevelManager();
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UFUNCTION(BlueprintCallable)
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void SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager);
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};
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};
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@ -1,38 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "NakatomiLevelManager.h"
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#include "NakatomiGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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UNakatomiLevelManager::UNakatomiLevelManager()
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{
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FWorldDelegates::OnPostWorldCreation.AddUObject(this, &UNakatomiLevelManager::BeginPlay);
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}
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void UNakatomiLevelManager::BeginPlay(UWorld* world)
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{
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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gameInstance->SetCurrentLevelManager(this);
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}
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}
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void UNakatomiLevelManager::LoadNextLevel()
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{
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if (!NextLevel.IsNull())
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{
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextLevel);
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}
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}
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void UNakatomiLevelManager::IncrementInitialLevelKeys()
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{
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LevelKeys++;
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}
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void UNakatomiLevelManager::IncrementCollectedLevelKeys()
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{
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CollectedLevelKeys++;
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}
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@ -1,40 +0,0 @@
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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 "NakatomiLevelManager.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UNakatomiLevelManager : public UObject
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{
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GENERATED_BODY()
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UNakatomiLevelManager();
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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TSoftObjectPtr<UWorld> NextLevel;
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int LevelKeys = 0;
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int CollectedLevelKeys = 0;
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public:
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UFUNCTION()
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void LoadNextLevel();
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UFUNCTION()
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void IncrementInitialLevelKeys();
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UFUNCTION()
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void IncrementCollectedLevelKeys();
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private:
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UFUNCTION()
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void BeginPlay(UWorld* world);
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};
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