Update to latest engine
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@@ -76,18 +76,18 @@ public:
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}
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// Execute all.
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for (const FSpawnNodeEntry &Entry : Entries)
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for (const FSpawnNodeEntry &SpawnEntry : Entries)
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{
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UEdGraphNode* NewNode = Entry.Action->Execute(FVector2D(Entry.PosX, Entry.PosY));
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UEdGraphNode* NewNode = SpawnEntry.Action->Execute(FVector2D(SpawnEntry.PosX, SpawnEntry.PosY));
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if (NewNode)
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{
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WingOut::Stdout.Printf(TEXT("Spawned: %s\n"), *Entry.Type);
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WingOut::Stdout.Printf(TEXT("Spawned: %s\n"), *SpawnEntry.Type);
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WingGraphExport Export(NewNode, false, true);
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WingOut::Stdout.Print(Export.GetOutput());
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}
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else
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{
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WingOut::Stdout.Printf(TEXT("Failed: %s\n\n"), *Entry.Type);
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WingOut::Stdout.Printf(TEXT("Failed: %s\n\n"), *SpawnEntry.Type);
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continue;
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}
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}
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@@ -38,7 +38,7 @@ public:
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MaterialObj->ForceRecompileForRendering();
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// Wait for compilation to finish, then check for errors
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FMaterialResource* Resource = MaterialObj->GetMaterialResource(GMaxRHIFeatureLevel);
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FMaterialResource* Resource = MaterialObj->GetMaterialResource(GetFeatureLevelShaderPlatform(GMaxRHIFeatureLevel));
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TArray<FString> Errors;
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if (Resource)
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{
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