Code cleanup and refactoring.
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@@ -9,6 +9,7 @@
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#include "Blueprint/UserWidget.h"
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#include "Animation/AnimSequence.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/SkeletalMesh.h"
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const ElxValidOrNotValid NotValid = ElxValidOrNotValid::NotValid;
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@@ -19,6 +20,7 @@ void UlxAssetLookup::RebuildIndex()
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IAssetRegistry::GetChecked().WaitForCompletion();
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AssetPaths.Empty();
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AddAssets(TEXT("/Game/StaticMeshes"), UStaticMesh::StaticClass(), TEXT("SM_"));
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AddAssets(TEXT("/Game/SkeletalMeshes"), USkeletalMesh::StaticClass(), TEXT("SK_"));
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AddAssets(TEXT("/Game/AnimSequences"), UAnimSequence::StaticClass(), TEXT("SEQ_"));
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AddAssets(TEXT("/Game/Tangibles"), UBlueprint::StaticClass(), TEXT("TAN_"));
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AddAssets(TEXT("/Game/Widgets"), UWidgetBlueprint::StaticClass(), TEXT("WB_"));
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@@ -99,6 +101,13 @@ ElxValidOrNotValid UlxAssetLookup::LoadStaticMeshAsset(
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadSkeletalMeshAsset(
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USkeletalMesh *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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Result = (USkeletalMesh *)LoadAsset(Context, USkeletalMesh::StaticClass(), nullptr, Name, ErrorIfNotFound);
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadAnimSequenceAsset(
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UAnimSequence *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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