Reduce coupling in the unreal side
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@@ -20,7 +20,6 @@ using namespace LpxCommonTypes;
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ALuprexGameModeBase::ALuprexGameModeBase()
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{
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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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MustCallLookAtChanged = false;
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@@ -71,11 +70,6 @@ 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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// Stop the tick functions.
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FWorldDelegates::OnWorldPreActorTick.Remove(OnWorldPreActorTickHandle);
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FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
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@@ -274,10 +268,6 @@ void ALuprexGameModeBase::InitializeGlobalState()
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OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPostActorTick);
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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>(this);
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TangibleManager->Init(this);
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