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313cf68f61
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@ -1,7 +1,7 @@
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "DataAssets/OLSExperienceActionSet.h"
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#include "DataAssets/OLSExperienceActionSetDataAsset.h"
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#if WITH_EDITOR
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#include "Misc/DataValidation.h"
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@ -14,7 +14,7 @@
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#define LOCTEXT_NAMESPACE "OLSSystem"
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#if WITH_EDITOR
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EDataValidationResult UOLSExperienceActionSet::IsDataValid(FDataValidationContext& context) const
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EDataValidationResult UOLSExperienceActionSetDataAsset::IsDataValid(FDataValidationContext& context) const
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{
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EDataValidationResult result = CombineDataValidationResults(Super::IsDataValid(context), EDataValidationResult::Valid);
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@ -40,7 +40,7 @@ EDataValidationResult UOLSExperienceActionSet::IsDataValid(FDataValidationContex
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#endif
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#if WITH_EDITORONLY_DATA
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void UOLSExperienceActionSet::UpdateAssetBundleData()
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void UOLSExperienceActionSetDataAsset::UpdateAssetBundleData()
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{
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Super::UpdateAssetBundleData();
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@ -1,7 +1,7 @@
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "DataAssets/OLSExperienceDefinitionPrimaryDataAsset.h"
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#include "DataAssets/OLSExperienceDefinitionDataAsset.h"
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#include "GameFeatureAction.h"
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#if WITH_EDITOR
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@ -12,12 +12,12 @@
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#define LOCTEXT_NAMESPACE "OLSSystem"
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UOLSExperienceDefinitionPrimaryDataAsset::UOLSExperienceDefinitionPrimaryDataAsset()
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UOLSExperienceDefinitionDataAsset::UOLSExperienceDefinitionDataAsset()
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{
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}
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#if WITH_EDITOR
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EDataValidationResult UOLSExperienceDefinitionPrimaryDataAsset::IsDataValid(FDataValidationContext& context) const
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EDataValidationResult UOLSExperienceDefinitionDataAsset::IsDataValid(FDataValidationContext& context) const
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{
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EDataValidationResult result = CombineDataValidationResults(Super::IsDataValid(context), EDataValidationResult::Valid);
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@ -64,13 +64,13 @@ EDataValidationResult UOLSExperienceDefinitionPrimaryDataAsset::IsDataValid(FDat
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}
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#endif
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FString UOLSExperienceDefinitionPrimaryDataAsset::GetIdentifierString() const
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FString UOLSExperienceDefinitionDataAsset::GetIdentifierString() const
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{
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return GetPrimaryAssetId().ToString();
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}
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#if WITH_EDITOR
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void UOLSExperienceDefinitionPrimaryDataAsset::UpdateAssetBundleData()
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void UOLSExperienceDefinitionDataAsset::UpdateAssetBundleData()
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{
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Super::UpdateAssetBundleData();
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@ -1,9 +1,9 @@
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "DataAssets/OLSPawnPrimaryDataAsset.h"
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#include "DataAssets/OLSPawnDataAsset.h"
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UOLSPawnPrimaryDataAsset::UOLSPawnPrimaryDataAsset(const FObjectInitializer& objectInitializer)
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UOLSPawnDataAsset::UOLSPawnDataAsset(const FObjectInitializer& objectInitializer)
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: Super(objectInitializer)
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{
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PawnClass = nullptr;
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@ -14,7 +14,7 @@ UOLSPawnPrimaryDataAsset::UOLSPawnPrimaryDataAsset(const FObjectInitializer& obj
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// DefaultCameraMode = nullptr;
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}
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FString UOLSPawnPrimaryDataAsset::GetIdentifierString() const
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FString UOLSPawnDataAsset::GetIdentifierString() const
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{
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return GetPrimaryAssetId().ToString();
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}
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@ -9,8 +9,8 @@
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#include "GameFeatureAction.h"
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#include "GameFeaturesSubsystemSettings.h"
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#include "TimerManager.h"
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#include "DataAssets/OLSExperienceActionSet.h"
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#include "DataAssets/OLSExperienceDefinitionPrimaryDataAsset.h"
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#include "DataAssets/OLSExperienceActionSetDataAsset.h"
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#include "DataAssets/OLSExperienceDefinitionDataAsset.h"
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#include "Net/UnrealNetwork.h"
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#include "Systems/OLSAssetManager.h"
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@ -138,7 +138,7 @@ bool UOLSExperienceManagerComponent::ShouldShowLoadingScreen(FString& outReason)
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return false;
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}
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const UOLSExperienceDefinitionPrimaryDataAsset* UOLSExperienceManagerComponent::GetCurrentExperienceChecked() const
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const UOLSExperienceDefinitionDataAsset* UOLSExperienceManagerComponent::GetCurrentExperienceChecked() const
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{
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check(LoadState == EOLSExperienceLoadState::Loaded);
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check(CurrentExperience != nullptr);
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@ -149,9 +149,9 @@ void UOLSExperienceManagerComponent::SetCurrentExperience(FPrimaryAssetId experi
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{
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UOLSAssetManager& assetManager = UOLSAssetManager::Get();
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FSoftObjectPath assetPath = assetManager.GetPrimaryAssetPath(experienceId);
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TSubclassOf<UOLSExperienceDefinitionPrimaryDataAsset> assetClass = Cast<UClass>(assetPath.TryLoad());
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TSubclassOf<UOLSExperienceDefinitionDataAsset> assetClass = Cast<UClass>(assetPath.TryLoad());
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check(assetClass);
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const UOLSExperienceDefinitionPrimaryDataAsset* experience = GetDefault<UOLSExperienceDefinitionPrimaryDataAsset>(assetClass);
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const UOLSExperienceDefinitionDataAsset* experience = GetDefault<UOLSExperienceDefinitionDataAsset>(assetClass);
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check(experience != nullptr);
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check(CurrentExperience == nullptr);
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@ -226,7 +226,7 @@ void UOLSExperienceManagerComponent::StartExperienceLoad()
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bundleAssetList.Add(CurrentExperience->GetPrimaryAssetId());
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for (const TObjectPtr<UOLSExperienceActionSet>& actionSet : CurrentExperience->ActionSets)
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for (const TObjectPtr<UOLSExperienceActionSetDataAsset>& actionSet : CurrentExperience->ActionSets)
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{
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if (actionSet != nullptr)
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{
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@ -24,7 +24,7 @@ const T* AOLSPlayerState::GetPawnData() const
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return Cast<T>(PawnData);
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}
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void AOLSPlayerState::SetPawnData(const UOLSPawnPrimaryDataAsset* pawnData)
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void AOLSPlayerState::SetPawnData(const UOLSPawnDataAsset* pawnData)
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{
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check(pawnData);
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@ -4,7 +4,7 @@
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "OLSPawnPrimaryDataAsset.h"
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#include "OLSPawnDataAsset.h"
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#include "OLSAbilitySetPrimaryDataAsset.generated.h"
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/**
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* FOLSAbilitySet_GameplayAbility
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@ -103,7 +103,7 @@ protected:
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};
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UCLASS()
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class OLS_API UOLSAbilitySetPrimaryDataAsset : public UOLSPawnPrimaryDataAsset
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class OLS_API UOLSAbilitySetPrimaryDataAsset : public UOLSPawnDataAsset
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{
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GENERATED_BODY()
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@ -3,14 +3,14 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "OLSPawnPrimaryDataAsset.h"
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#include "OLSExperienceActionSet.generated.h"
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#include "OLSPawnDataAsset.h"
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#include "OLSExperienceActionSetDataAsset.generated.h"
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/**
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* Definition of a set of actions to perform as part of entering an experience
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*/
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UCLASS(BlueprintType, NotBlueprintable)
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class OLS_API UOLSExperienceActionSet : public UOLSPawnPrimaryDataAsset
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class OLS_API UOLSExperienceActionSetDataAsset : public UOLSPrimaryDataAsset
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{
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GENERATED_BODY()
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@ -5,19 +5,19 @@
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#include "CoreMinimal.h"
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#include "DataAssets/OLSPrimaryDataAsset.h"
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#include "Engine/DataAsset.h"
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#include "OLSExperienceDefinitionPrimaryDataAsset.generated.h"
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#include "OLSExperienceDefinitionDataAsset.generated.h"
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/**
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* Definition of an experience
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*/
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UCLASS(BlueprintType, Const)
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class OLS_API UOLSExperienceDefinitionPrimaryDataAsset : public UOLSPrimaryDataAsset
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class OLS_API UOLSExperienceDefinitionDataAsset : public UOLSPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UOLSExperienceDefinitionPrimaryDataAsset();
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UOLSExperienceDefinitionDataAsset();
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//~ Begin UObject interface
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#if WITH_EDITOR
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@ -43,7 +43,7 @@ public:
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/** The default pawn class to spawn for players */
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UPROPERTY(EditDefaultsOnly, Category = "OLSExperienceDefinition")
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TObjectPtr<const class UOLSPawnPrimaryDataAsset> DefaultPawnData = nullptr;
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TObjectPtr<const class UOLSPawnDataAsset> DefaultPawnData = nullptr;
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// List of actions to perform as this experience is loaded/activated/deactivated/unloaded
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UPROPERTY(EditDefaultsOnly, Instanced, Category = "OLSExperienceDefinition")
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@ -51,5 +51,5 @@ public:
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// List of additional action sets to compose into this experience
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UPROPERTY(EditDefaultsOnly, Category = "OLSExperienceDefinition")
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TArray<TObjectPtr<class UOLSExperienceActionSet>> ActionSets;
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TArray<TObjectPtr<class UOLSExperienceActionSetDataAsset>> ActionSets;
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};
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#include "CoreMinimal.h"
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#include "OLSPrimaryDataAsset.h"
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#include "Engine/DataAsset.h"
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#include "Interfaces/OLSPrimaryDataAssetInterface.h"
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#include "OLSPawnPrimaryDataAsset.generated.h"
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#include "OLSPawnDataAsset.generated.h"
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/**
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* UOLSPawnPrimaryDataAsset
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* Non-mutable data asset that contains properties used to define a pawn.
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*/
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UCLASS(BlueprintType, Const, Meta = (DisplayName = "OLS Pawn Primary Data", ShortTooltip = "Data asset used to define a Pawn."))
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class OLS_API UOLSPawnPrimaryDataAsset : public UOLSPrimaryDataAsset
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class OLS_API UOLSPawnDataAsset : public UOLSPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UOLSPawnPrimaryDataAsset(const FObjectInitializer& objectInitializer);
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UOLSPawnDataAsset(const FObjectInitializer& objectInitializer);
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//~ Begin UOLSPrimaryDataAsset interface
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virtual FString GetIdentifierString() const override;
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namespace UE::GameFeatures { struct FResult; }
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnOLSExperienceLoaded, const class UOLSExperienceDefinitionPrimaryDataAsset* /*experience*/);
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnOLSExperienceLoaded, const class UOLSExperienceDefinitionDataAsset* /*experience*/);
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enum class EOLSExperienceLoadState
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{
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@ -44,7 +44,7 @@ public:
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// This returns the current experience if it is fully loaded, asserting otherwise
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// (i.e., if you called it too soon)
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const UOLSExperienceDefinitionPrimaryDataAsset* GetCurrentExperienceChecked() const;
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const UOLSExperienceDefinitionDataAsset* GetCurrentExperienceChecked() const;
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// Tries to set the current experience, either a UI or gameplay one
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void SetCurrentExperience(FPrimaryAssetId experienceId);
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@ -83,7 +83,7 @@ private:
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private:
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UPROPERTY(ReplicatedUsing = OnRep_CurrentExperience)
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TObjectPtr<const class UOLSExperienceDefinitionPrimaryDataAsset> CurrentExperience = nullptr;
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TObjectPtr<const class UOLSExperienceDefinitionDataAsset> CurrentExperience = nullptr;
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private:
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template <class T>
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const T* GetPawnData() const;
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void SetPawnData(const class UOLSPawnPrimaryDataAsset* pawnData);
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void SetPawnData(const class UOLSPawnDataAsset* pawnData);
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protected:
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@ -49,5 +49,5 @@ protected:
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protected:
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UPROPERTY(ReplicatedUsing = OnRep_PawnData)
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TObjectPtr<const class UOLSPawnPrimaryDataAsset> PawnData = nullptr;
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TObjectPtr<const class UOLSPawnDataAsset> PawnData = nullptr;
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};
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