Add AssetLookup module to find assets by name.
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@@ -8,16 +8,17 @@
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#include "ConsoleOutput.h"
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#include "StringDecoder.h"
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#include "TangibleManager.h"
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#include "AssetLookup.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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#include "BlueprintErrors.h"
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#include "LuprexGameModeBase.generated.h"
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// Messages that come from inside the Luprex Core.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
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// Messages that pertain to our Luprex integration with Unreal.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
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class LookAtDetector;
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@@ -100,6 +101,9 @@ public:
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// Execute a debugging command, typed on the GUI.
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void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
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// Get the Asset Lookup table.
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const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -124,8 +128,11 @@ public:
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virtual uint32 Run() override;
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// Get the current Luprex Game Mode Base, given a context object.
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static ALuprexGameModeBase *FromContext(UObject *context);
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static ALuprexGameModeBase *FromContext(const UObject *context);
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// Asset Lookup by Name.
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UPROPERTY()
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UlxAssetLookup *AssetLookup;
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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