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2
.gitignore
vendored
2
.gitignore
vendored
@@ -27,6 +27,7 @@ UnrealEngine
|
||||
*.vcproj
|
||||
.ignore
|
||||
|
||||
.gitdeps-cache/**
|
||||
.vscode/**
|
||||
Config/**
|
||||
Saved/**
|
||||
@@ -52,3 +53,4 @@ GPF-output/**
|
||||
__pycache__/
|
||||
.clangd-query/
|
||||
COMMIT.txt
|
||||
CLAUDE.md
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
{
|
||||
"mcpServers": {
|
||||
"ue-wingman": {
|
||||
"command": "python3",
|
||||
"args": ["Plugins/UEWingman/ue-wingman-mcp.py"]
|
||||
}
|
||||
}
|
||||
}
|
||||
118
AGENTS.md
118
AGENTS.md
@@ -1,120 +1,50 @@
|
||||
# Integration Project
|
||||
|
||||
This is **Luprex**, a game engine built on top of Unreal that uses Lua as its scripting language.
|
||||
The system consists of two parts:
|
||||
## Behavior Rules
|
||||
|
||||
1. The Luprex DLL. Stores the state of the world. Handles networking and lua scripting. The networking is automatic, scripters don't write networking code. The luprex DLL is event-driven, deterministic, OS-independent, no I/O. Pure standard-compliant C++. Organized as a library with struct `EngineWrapper` as the top-level API.
|
||||
- Be Concise!
|
||||
* Do not output multiple paragraphs. Doing so is very rude.
|
||||
* You are having a conversation, give the other person a chance to speak.
|
||||
|
||||
2. The Unreal-based Driver. Its job is to peer into the luprex DLL and render whatever it sees. It is also responsible for sending OS events (like TCP/IP events) into the Luprex DLL. Uses struct EngineWrapper access the Luprex DLL. There's also a command-line driver for the game's server.
|
||||
- Do not use git to make changes (no commit, no push, no stash, etc.)
|
||||
|
||||
The luprex DLL never calls into the Unreal driver. Output goes through polled buffers. This separation enables deterministic replay for debugging: the driver logs all events, and can replay them to reproduce crashes.
|
||||
- Work at the user's pace. Do not start coding until the user says it is time.
|
||||
|
||||
## Build System
|
||||
|
||||
- Use `build.py` for all builds. Do NOT follow Epic's standard build instructions.
|
||||
- Use `build.py` for all builds. Do NOT use UBT directly.
|
||||
- `build.py all` — full rebuild (engine, game, intellisense, project files)
|
||||
- `build.py c++` — lightweight rebuild (only if you've only edited C++ files in this repo)
|
||||
- Lua and Blueprint edits don't require a rebuild.
|
||||
- `build.py c++` — lightweight rebuild (use if you've only edited c++ files)
|
||||
- Lua and Blueprint edits don't require any kind of build.
|
||||
|
||||
## Directory Structure
|
||||
|
||||
- `luprex/` — The Luprex DLL.
|
||||
- `Source/Integration/` — Game module C++ source (Unreal-side driver code)
|
||||
- `Source/Integration/` — Unreal interface to Luprex.
|
||||
- `Content/` — Unreal assets
|
||||
- `Docs/` — Documentation. When trying to understand this system, start with the markdown files in the Docs directory.
|
||||
- `Docs/` — Documentation.
|
||||
- `Config/` — Unreal config files
|
||||
- `EnginePatches/` — Custom engine modifications
|
||||
- `Plugins/UEWingman/` - A plugin that gives you control over the unreal editor.
|
||||
- `../integration.UE/` - the unreal engine source tree
|
||||
|
||||
## Architecture: World Models and Predictive Reexecution
|
||||
## Using ue-wingman
|
||||
|
||||
There are four types of world models, each a separate `World` instance with its own Lua interpreter:
|
||||
|
||||
- **Master** (server, one) — authoritative state, executes commands immediately when they arrive.
|
||||
- **Server-synchronous** (server, one per client) — executes commands when the acknowledgement is issued.
|
||||
- **Client-synchronous** (client, one) — executes commands when the same acknowledgement arrives; determinism keeps it in perfect sync with its server-synchronous counterpart.
|
||||
- **Asynchronous** (client, one) — snapshot of client-synchronous with predictions applied for responsive rendering; rolled back when server confirms.
|
||||
|
||||
The synchronous models lag behind the master but stay in lockstep with each other. The asynchronous model fills the latency gap for the player.
|
||||
|
||||
Two update channels flow into the synchronous models:
|
||||
1. **Command acknowledgements** — for the client's own actions, keeping the two synchronous models in lockstep.
|
||||
2. **Difference transmission** — for everything else (other players' actions, server-side events, tangibles entering/leaving visibility).
|
||||
|
||||
See `Docs/Predictive-Reexecution.md` for the full explanation.
|
||||
|
||||
## Architecture: Lua / Unreal Separation
|
||||
|
||||
Lua scripts have no access to the Unreal API whatsoever. The scripter works with plain Lua tables, animation queues of key-value tuples, and coroutines. There are no "unreal bindings." The Luprex DLL is engine-agnostic — Unreal (or any other front end) interprets the animation queues and renders accordingly.
|
||||
|
||||
Small concessions to reality exist in animation step tuples:
|
||||
- `bp` — names which Tangible Actor blueprint to use for rendering
|
||||
- `mat_color` — a persistent value that hints at material color
|
||||
These are still just key-value data; the script never touches the Unreal API directly.
|
||||
|
||||
## Architecture: Tangibles
|
||||
|
||||
Tangibles are game objects. Each has:
|
||||
- A **Lua table** — the scripter stores arbitrary game data here.
|
||||
- An **animation queue** — a fixed-length sequence of key-value animation steps.
|
||||
- A **C++ tangible** — holds the ID, animation queue, positional tracker, etc.
|
||||
- A **metatable** — engine-reserved; contains __id, __index (class), __threads.
|
||||
|
||||
Animation steps contain **transient** values (like `action`) that don't propagate, and **persistent** values (like `xyz`, `facing`, `plane`) that carry forward automatically.
|
||||
|
||||
On the Unreal side, **Tangible Actor blueprints** (TangibleStaticMesh, TangibleSkeletalMesh, TangibleCharacter) monitor the animation queue and perform the visual animations. Custom blueprints can interpret the queue in any way they want.
|
||||
|
||||
## Architecture: Lua Environment
|
||||
|
||||
- **Patched Lua runtime** — deterministic table iteration, deterministic table length, flag bits on tables, generalized less-than, C++ exceptions instead of longjmp, and more. See `Docs/A-Summary-of-our-Lua-Patches.md`.
|
||||
- **LuaStack API** — custom C++ API replacing the standard Lua C API. Uses `LuaDefStack`/`LuaExtStack` with `LuaArg`/`LuaVar`/`LuaRet` slots mapped to stack positions. See `Docs/Our-In-House-Lua-API.md`.
|
||||
- **LuaDefine macro** — declares Lua-callable C++ functions and auto-registers them in a global registry for automatic insertion into the Lua environment.
|
||||
- **eng::malloc heap** — custom deterministic memory allocator for the driven portion, ensuring reproducible addresses during replay.
|
||||
|
||||
## Architecture: Determinism
|
||||
|
||||
The driven portion must be fully deterministic so that synchronous models stay in lockstep and event replay works. Rules: no true random numbers, no iterating unordered maps, no real-time clocks, no threads (with carefully sandboxed exceptions). See `Docs/The-Event-Driven-Structure-of-the-Engine.md`.
|
||||
|
||||
## Architecture: GUI System
|
||||
|
||||
Blueprints call into Lua via two mechanisms:
|
||||
- **Invokes** — change world state, forwarded to server, executed in order per predictive reexecution rules.
|
||||
- **Probes** — read-only, return data to blueprints, run locally on client.
|
||||
|
||||
Look-at widgets, hotkeys, and menus are built on top of this. The menu system is implemented entirely in "user space" Lua and blueprint code. See `Docs/Displaying-Widget-Blueprints.md`.
|
||||
|
||||
## Blueprint Text Export
|
||||
|
||||
Blueprints are automatically exported to readable text files in `Saved/BlueprintExports/` whenever they are saved in the editor. This lets Claude Code read blueprint logic. See `Docs/Blueprint Text Export.md` for format details. Source: `Source/Integration/BlueprintExporter.h/.cpp` and `Source/Integration/Integration.cpp`.
|
||||
|
||||
## Key Documentation
|
||||
|
||||
Look in the Docs directory for important documentation.
|
||||
|
||||
## Git
|
||||
|
||||
Do not use git to make changes (commit, push, branch, etc.). Read-only git commands (status, log, diff, etc.) are fine.
|
||||
|
||||
## Workflow
|
||||
|
||||
- When the user gives a direct command, execute it. But when proposing changes on your own initiative, describe the plan and get approval before editing files.
|
||||
- If an instruction ends with an ellipsis (`...`), the user has more to say. Wait for the next message before acting.
|
||||
- Drive it from bash using: ue-wingman <Command> <Arg1> <Arg2> ...
|
||||
- ue-wingman Documentation_Manual
|
||||
- ue-wingman Documentation_Commands
|
||||
- ue-wingman Documentation_Command <specific_command>
|
||||
|
||||
## Coding Conventions
|
||||
|
||||
- Prefer early returns and `continue` to reduce nesting (never-nester style).
|
||||
- Do not use static functions in Unreal code. Use class methods or namespace-scoped functions instead.
|
||||
- Use `LogLuprexIntegration` for log messages, not `LogTemp`.
|
||||
- When writing UFUNCTIONs that take an `AActor*`, `UObject*`, or similar "self" parameter, add `DefaultToSelf` meta to that pin. Most functions should have this on the obvious pin so the user doesn't have to manually wire it in blueprints.
|
||||
- Do not use static functions in Unreal code. Use class methods instead.
|
||||
|
||||
## Session Startup
|
||||
## Special commands.
|
||||
|
||||
At the beginning of every session, do a directory listing of these three directories so you know what files are available:
|
||||
- `Docs/` — documentation
|
||||
- `Source/Integration/` — Unreal-side C++ code
|
||||
- `luprex/cpp/core/` — Luprex DLL core C++ code
|
||||
You must learn these shorthands:
|
||||
|
||||
These two code directories contain 99% of the code we'll be working on together.
|
||||
- "bc" - be concise. You must rephrase your most recent
|
||||
response in a more concise manner, and then, going forward, be
|
||||
more concise in general.
|
||||
|
||||
## Current Status
|
||||
|
||||
(Use this section to track what we're working on across sessions.)
|
||||
|
||||
1498
Art/gamepad.svg
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1498
Art/gamepad.svg
Normal file
File diff suppressed because it is too large
Load Diff
|
After Width: | Height: | Size: 65 KiB |
321
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321
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Normal file
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|
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<text
|
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sodipodi:role="line"
|
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id="tspan3269-1"
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style="stroke-width:1"
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x="105"
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y="117.49751">Replenish Fuel</tspan></text>
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<text
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xml:space="preserve"
|
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style="font-weight:bold;font-size:7.05556px;font-family:sans-serif;-inkscape-font-specification:'sans-serif Bold';text-align:start;text-anchor:start;fill:#666666;fill-opacity:1;stroke:none;stroke-width:1;stroke-dasharray:none;stroke-opacity:1"
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sodipodi:role="line"
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id="tspan3327-9"
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x="105"
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y="127.49751">Bake chicken</tspan></text>
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<text
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xml:space="preserve"
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id="tspan3335"
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y="67.497505">Banana Bread</tspan></text>
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<text
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sodipodi:role="line"
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id="tspan3343"
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style="stroke-width:1"
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x="65"
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y="87.497505">Engine Fire</tspan></text>
|
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xml:space="preserve"
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id="text3349"><tspan
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sodipodi:role="line"
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id="tspan3347"
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style="stroke-width:1"
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x="65"
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y="97.497505">Radial Menu</tspan></text>
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<text
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xml:space="preserve"
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style="font-weight:bold;font-size:7.05556px;font-family:sans-serif;-inkscape-font-specification:'sans-serif Bold';text-align:end;text-anchor:end;fill:#666666;fill-opacity:1;stroke:none;stroke-width:1;stroke-dasharray:none;stroke-opacity:1"
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id="text3337-3"><tspan
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sodipodi:role="line"
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id="tspan3335-6"
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style="stroke-width:1"
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x="65"
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y="107.49751">Banana Bread</tspan></text>
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<text
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xml:space="preserve"
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style="font-weight:bold;font-size:7.05556px;font-family:sans-serif;-inkscape-font-specification:'sans-serif Bold';text-align:end;text-anchor:end;fill:#666666;fill-opacity:1;stroke:none;stroke-width:1;stroke-dasharray:none;stroke-opacity:1"
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sodipodi:role="line"
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xml:space="preserve"
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id="tspan3343-5"
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y="127.49751">Engine Fire</tspan></text>
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||||
<text
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xml:space="preserve"
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sodipodi:type="star"
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sodipodi:r1="10"
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After Width: | Height: | Size: 16 KiB |
@@ -1,13 +0,0 @@
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[/Script/UnrealEd.EditorStyleSettings]
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AssetEditorOpenLocation=MainWindow
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[/Script/BlueprintGraph.BlueprintEditorSettings]
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SaveOnCompile=SoC_SuccessOnly
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[/Script/UnrealEd.EditorLoadingSavingSettings]
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RestoreOpenAssetTabsOnRestart=AlwaysRestore
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AutoSaveWarningInSeconds=0
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@@ -4,14 +4,14 @@
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[/Script/Engine.Engine]
|
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GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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GameViewportClientClassName=/Script/Integration.lxViewportClient
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|
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[/Script/EngineSettings.GameMapsSettings]
|
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GameDefaultMap=/Game/LpxLevel.LpxLevel
|
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GameDefaultMap=/Game/LpxBasicLevel.LpxBasicLevel
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GlobalDefaultGameMode=/Game/Luprex/lxGameMode.lxGameMode_C
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GameInstanceClass=/Script/IntegrationV7.GameInstanceV7
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GlobalDefaultServerGameMode=/Game/IntegrationGameModeBaseBP.IntegrationGameModeBaseBP_C
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EditorStartupMap=/Game/LpxLevel.LpxLevel
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EditorStartupMap=/Game/LpxBasicLevel.LpxBasicLevel
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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@@ -84,3 +84,16 @@ DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.Defaul
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-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
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|
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[InputPlatformSettings_Linux InputPlatformSettings]
|
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MaxPlatformUserCount=8
|
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input.DeviceMappingPolicy=1
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MaxTriggerFeedbackPosition=8
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MaxTriggerFeedbackStrength=8
|
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MaxTriggerVibrationTriggerPosition=9
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MaxTriggerVibrationFrequency=255
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MaxTriggerVibrationAmplitude=8
|
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+HardwareDevices=(InputClassName="",HardwareDeviceIdentifier="",PrimaryDeviceType=Unspecified,SupportedFeaturesMask=0)
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+HardwareDevices=(InputClassName="DefaultKeyboardAndMouse",HardwareDeviceIdentifier="KBM",PrimaryDeviceType=KeyboardAndMouse,SupportedFeaturesMask=3)
|
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+HardwareDevices=(InputClassName="DefaultGamepad",HardwareDeviceIdentifier="Gamepad",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=4)
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+HardwareDevices=(InputClassName="DefaultMobileTouch",HardwareDeviceIdentifier="MobileTouch",PrimaryDeviceType=Touch,SupportedFeaturesMask=8)
|
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|
||||
|
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BIN
Content/LandscapeLevel.umap
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Content/LandscapeLevel.umap
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Content/LpxBasicLevel.umap
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Content/LpxBasicLevel.umap
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Content/LpxLevel.umap
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Content/Luprex/InputActions/IA_AnyHotkey.uasset
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Content/Luprex/InputActions/IA_Console.uasset
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Content/Luprex/InputActions/IA_DPadD.uasset
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Content/Luprex/InputActions/IA_DPadL.uasset
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Content/Luprex/InputActions/IA_DPadR.uasset
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Content/Luprex/InputActions/IA_DPadU.uasset
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Content/Luprex/InputActions/IA_FaceL.uasset
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Content/Luprex/InputActions/IA_FaceM.uasset
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Content/Luprex/InputActions/IA_FaceR.uasset
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Content/Luprex/InputActions/IA_Menu.uasset
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Content/Luprex/InputActions/IA_Menu.uasset
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Content/Luprex/InputActions/IA_ReloadSource.uasset
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Content/Luprex/InputActions/IA_ReloadSource.uasset
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Content/Luprex/InputActions/IA_ShoulderL.uasset
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Content/Luprex/InputActions/IA_ShoulderR.uasset
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Content/Luprex/InputActions/IA_ShoulderR.uasset
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Content/Luprex/InputActions/IA_TriggerL.uasset
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Content/Luprex/InputActions/IA_TriggerL.uasset
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Content/Luprex/InputActions/IA_TriggerR.uasset
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Content/Luprex/InputActions/IA_TriggerR.uasset
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Content/Luprex/KnownServers/SS_Josh_Primary.uasset
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Content/Luprex/KnownServers/SS_Josh_Primary.uasset
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Content/Luprex/KnownServers/SS_Josh_Secondary.uasset
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Content/Luprex/KnownServers/SS_Josh_Secondary.uasset
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Content/Luprex/KnownServers/SS_Localhost.uasset
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Content/Luprex/KnownServers/SS_Localhost.uasset
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Content/Luprex/KnownServers/SS_Standalone.uasset
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Content/Luprex/KnownServers/SS_Standalone.uasset
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Content/Luprex/lxGameMode.uasset
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Content/Luprex/lxPrompts.uasset
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Content/Testing/BP_Test.uasset
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Content/Testing/WB_Test.uasset
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Content/Widgets/WB_Menu.uasset
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Content/Widgets/WB_Menu.uasset
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Content/Widgets/basic-border.uasset
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Content/Widgets/teardrop.uasset
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Content/Widgets/teardrop.uasset
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Content/Widgets/white-dot.uasset
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user