Created TangibleComponent
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Content/LpxTangible.uasset
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Content/LpxTangible.uasset
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Content/TangibleActor.uasset
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Content/TangibleActor.uasset
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Content/TangibleComponent.uasset
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Content/TangibleComponent.uasset
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@@ -39,6 +39,10 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void ConsoleSendInput(const FString& text);
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void ConsoleSendInput(const FString& text);
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// The blueprint class TangibleActor
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UPROPERTY(EditDefaultsOnly, Category = TangibleClasses)
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TSubclassOf<AActor> ClassTangibleActor;
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// Transfer console output from the Luprex engine to unreal.
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// Transfer console output from the Luprex engine to unreal.
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void HandleLuprexConsoleOutput();
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void HandleLuprexConsoleOutput();
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@@ -1,10 +1,10 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LpxTangibleBase.h"
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#include "TangibleComponentBase.h"
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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ULpxTangibleBase::ULpxTangibleBase()
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UTangibleComponentBase::UTangibleComponentBase()
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{
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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// off to improve performance if you don't need them.
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@@ -15,7 +15,7 @@ ULpxTangibleBase::ULpxTangibleBase()
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// Called when the game starts
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// Called when the game starts
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void ULpxTangibleBase::BeginPlay()
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void UTangibleComponentBase::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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@@ -25,7 +25,7 @@ void ULpxTangibleBase::BeginPlay()
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// Called every frame
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// Called every frame
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void ULpxTangibleBase::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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void UTangibleComponentBase::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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@@ -4,17 +4,17 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Components/ActorComponent.h"
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#include "LpxTangibleBase.generated.h"
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#include "TangibleComponentBase.generated.h"
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UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent), ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent), ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class INTEGRATION_API ULpxTangibleBase : public UActorComponent
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class INTEGRATION_API UTangibleComponentBase : public UActorComponent
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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ULpxTangibleBase();
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UTangibleComponentBase();
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protected:
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protected:
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// Called when the game starts
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// Called when the game starts
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