Add 'Set Look At Changed' as a temporary way for a widget to refresh itself.
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@@ -360,6 +360,12 @@ void ALuprexGameModeBase::SetLookAt(const UObject *Context, const FHitResult &Hi
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Mode->CurrentLookAt = HitResult;
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Mode->CurrentLookAt = HitResult;
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}
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}
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void ALuprexGameModeBase::SetLookAtChanged(const UObject *Context)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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Mode->MustCallLookAtChanged = true;
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}
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FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
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FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
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{
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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ALuprexGameModeBase *Mode = FromContext(Context);
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@@ -81,6 +81,9 @@ public:
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static FVector2D GetLookAtPixel(const UObject *Context);
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(const UObject* Context);
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//
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//
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// Look-At Related Events
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// Look-At Related Events
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//
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//
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