TangibleManager Init function implemeneted
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@@ -192,8 +192,8 @@ void AIntegrationGameModeBase::BeginPlay()
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Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
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Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
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}
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}
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//// Create a tangible.
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// Create a tangible.
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//TangibleManager.Init(GetWorld(), ClassTangibleActor);
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TangibleManager.Init(GetWorld(), ClassTangibleActor);
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//TangibleManager.MakeTangible(123);
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//TangibleManager.MakeTangible(123);
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}
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}
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@@ -47,8 +47,8 @@ public:
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// Transfer console output from the Luprex engine to unreal.
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// Transfer console output from the Luprex engine to unreal.
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void HandleLuprexConsoleOutput();
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void HandleLuprexConsoleOutput();
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//UPROPERTY()
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UPROPERTY()
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//FTangibleManager TangibleManager;
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FTangibleManager TangibleManager;
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// This stores the entire text currently visible in the console.
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// This stores the entire text currently visible in the console.
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engineutil::ConsoleOutput ConsoleOutput;
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engineutil::ConsoleOutput ConsoleOutput;
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@@ -5,11 +5,11 @@
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//using AActorPtr = AActor*;
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//using AActorPtr = AActor*;
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//void FTangibleManager::Init(UWorld *world, UClass* tanact) {
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void FTangibleManager::Init(UWorld *world, UClass* tanact) {
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// World = world;
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World = world;
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// ClassTangibleActor = tanact;
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ClassTangibleActor = tanact;
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//}
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}
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//
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//AActorPtr FTangibleManager::GetTangible(int64 id) {
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//AActorPtr FTangibleManager::GetTangible(int64 id) {
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// AActorPtr *p = IdToActor.Find(id);
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// AActorPtr *p = IdToActor.Find(id);
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// if (p == nullptr) {
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// if (p == nullptr) {
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@@ -15,21 +15,21 @@ struct INTEGRATION_API FTangibleManager
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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//// A pointer to the UWorld.
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// A pointer to the UWorld.
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//UWorld* world;
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UWorld* World;
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//// A pointer to uclass TangibleActor.
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// A pointer to uclass TangibleActor.
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//UPROPERTY()
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UPROPERTY()
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//TSubclassOf<AActor> ClassTangibleActor;
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TSubclassOf<AActor> ClassTangibleActor;
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//// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
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//// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
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//UPROPERTY()
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//UPROPERTY()
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//TMap<int64, AActor*> IdToActor;
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//TMap<int64, AActor*> IdToActor;
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public:
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public:
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//// Initialize the tangible manager.
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// Initialize the tangible manager.
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////
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//
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//void Init(UWorld *world, UClass* tanact);
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void Init(UWorld *world, UClass* tanact);
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//// Get the tangible if it exists, otherwise return NULL
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//// Get the tangible if it exists, otherwise return NULL
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//AActor* GetTangible(int64 id);
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//AActor* GetTangible(int64 id);
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