Better error handling in 'Call a Lua Function' k2node
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@@ -118,8 +118,8 @@ public:
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
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static void LuaCallInvoke(UObject *context, AActor *Place);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
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static void LuaCallProbe(UObject *context, AActor *Place);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", ExpandBoolAsExecs="ReturnValue", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
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static bool LuaCallProbe(UObject *context, AActor *Place);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
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static UlxLuaValues *LuaCallGetRest(UObject *context);
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