Created LpxTangible component
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Content/LpxTangible.uasset
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Content/LpxTangible.uasset
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Source/Integration/LpxTangibleBase.cpp
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Source/Integration/LpxTangibleBase.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LpxTangibleBase.h"
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// Sets default values for this component's properties
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ULpxTangibleBase::ULpxTangibleBase()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void ULpxTangibleBase::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void ULpxTangibleBase::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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Source/Integration/LpxTangibleBase.h
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Source/Integration/LpxTangibleBase.h
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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 "Components/ActorComponent.h"
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#include "LpxTangibleBase.generated.h"
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UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent), ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class INTEGRATION_API ULpxTangibleBase : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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ULpxTangibleBase();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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