Add AssetLookup module to find assets by name.
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@@ -18,7 +18,8 @@ DEFINE_LOG_CATEGORY(LogLuprexIntegration);
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ALuprexGameModeBase::ALuprexGameModeBase()
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{
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TangibleManager = NewObject<UlxTangibleManager>();
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TangibleManager = nullptr;
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AssetLookup = nullptr;
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PlayerId = 0;
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EngineSeconds = 0.0;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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@@ -58,6 +59,11 @@ void ALuprexGameModeBase::ResetToInitialState()
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TangibleManager = nullptr;
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}
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if (AssetLookup != nullptr) {
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AssetLookup->ConditionalBeginDestroy();
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AssetLookup = nullptr;
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}
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// Shut down the thread
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LuprexUpdateTask.Shutdown();
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@@ -301,9 +307,13 @@ void ALuprexGameModeBase::InitializeGlobalState()
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LuprexUpdateTask.Startup(this);
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}
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// Initialize the asset lookup table.
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AssetLookup = NewObject<UlxAssetLookup>(this);
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AssetLookup->RebuildIndex();
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// Initialize the tangible manager.
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TangibleManager = NewObject<UlxTangibleManager>();
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TangibleManager->Init(GetWorld(), this);
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TangibleManager = NewObject<UlxTangibleManager>(this);
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TangibleManager->Init(this);
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// If somebody generates a log message that's severe enough, break to debugger.
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BreakToDebuggerLogVerbosityDevice.Reset(
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@@ -319,7 +329,7 @@ int64 ALuprexGameModeBase::GetPlayerId() {
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return PlayerId;
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}
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ALuprexGameModeBase *ALuprexGameModeBase::FromContext(UObject *context) {
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ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
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ALuprexGameModeBase *result = context->GetWorld()->GetAuthGameMode<ALuprexGameModeBase>();
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if (result == nullptr) {
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UE_LOG(LogBlueprint, Fatal, TEXT("Not currently using a Luprex Game Mode."));
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