Character blueprint setup
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Master Assets/Character/Aura/Abilities/Cast_ArcaneShards.FBX
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Master Assets/Character/Aura/Abilities/Cast_ArcaneShards.FBX
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Master Assets/Character/Aura/Abilities/Cast_ArcaneShards_Short.FBX
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Master Assets/Character/Aura/Abilities/Cast_ArcaneShards_Short.FBX
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Master Assets/Character/Aura/Abilities/Cast_FireBolt.FBX
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Master Assets/Character/Aura/Abilities/Cast_FireBolt.FBX
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Master Assets/Character/Aura/Abilities/Cast_Shock.FBX
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Master Assets/Character/Aura/Abilities/Cast_Shock.FBX
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Master Assets/Character/Aura/Abilities/Cast_Shock_Loop.FBX
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Master Assets/Character/Aura/Abilities/Cast_Shock_Loop.FBX
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Master Assets/Character/Aura/Idle.FBX
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Master Assets/Character/Aura/Idle.FBX
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Master Assets/Character/Aura/Run.FBX
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Master Assets/Character/Aura/Run.FBX
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Master Assets/Character/Aura/Walk.FBX
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Master Assets/Character/Aura/Walk.FBX
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_ArcaneShards.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_ArcaneShards.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_ArcaneShards_Short.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_ArcaneShards_Short.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_FireBolt.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_FireBolt.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_Shock.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_Shock.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_Shock_Loop.uasset
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Project/Content/Assets/Characters/Aura/Animations/Abilities/Cast_Shock_Loop.uasset
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Project/Content/Assets/Characters/Aura/Animations/Idle.uasset
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Project/Content/Assets/Characters/Aura/Animations/Idle.uasset
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Project/Content/Assets/Characters/Aura/Animations/Run.uasset
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Project/Content/Assets/Characters/Aura/Animations/Run.uasset
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Project/Content/Assets/Characters/Aura/Animations/Walk.uasset
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Project/Content/Assets/Characters/Aura/Animations/Walk.uasset
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Project/Content/Assets/Characters/Aura/SKM_Aura.uasset
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Project/Content/Assets/Characters/Aura/SKM_Aura.uasset
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Project/Content/Assets/Characters/Aura/SK_Aura.uasset
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Project/Content/Assets/Characters/Aura/SK_Aura.uasset
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Project/Content/Assets/Dungeon/Checkpoint/Checkpoint_low.uasset
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Project/Content/Assets/Dungeon/Checkpoint/Checkpoint_low.uasset
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Project/Content/Assets/Enemies/Goblin/SKM_Goblin.uasset
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Project/Content/Assets/Enemies/Goblin/SKM_Goblin.uasset
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Project/Content/Core/Actors/BP_GoblinSpear.uasset
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Project/Content/Core/Actors/BP_GoblinSpear.uasset
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Project/Content/Core/Actors/BP_PlayerCharacter.uasset
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Project/Content/Core/Actors/BP_PlayerCharacter.uasset
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@ -2,8 +2,20 @@
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"FileVersion": 3,
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"EngineAssociation": "{B4C3B326-47D3-EED1-8259-8885D212EA60}",
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"Category": "",
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"Description": "GASATHON",
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"Description": "Gasa",
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"DisableEnginePluginsByDefault": true,
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"Modules": [
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{
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"Name": "Gasa",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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},
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{
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"Name": "GasaEditor",
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"Type": "Editor",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "ModelingToolsEditorMode",
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@ -211,16 +223,6 @@
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"Android"
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]
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},
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{
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"Name": "OpenXRHandTracking",
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"Enabled": true,
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"SupportedTargetPlatforms": [
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"Win64",
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"Linux",
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"Android",
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"VisionOS"
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]
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},
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{
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"Name": "OpenXRMsftHandInteraction",
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"Enabled": true,
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@ -280,6 +282,24 @@
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{
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"Name": "GameplayAbilities",
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"Enabled": true
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},
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{
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"Name": "LiveLink",
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"Enabled": true
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},
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{
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"Name": "OpenXRHandTracking",
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"Enabled": true,
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"SupportedTargetPlatforms": [
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"Win64",
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"Linux",
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"Android",
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"VisionOS"
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]
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},
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{
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"Name": "VisualStudioSourceCodeAccess",
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"Enabled": true
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}
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]
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}
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Project/Source/Gasa/Character/EnemyCharacter.cpp
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Project/Source/Gasa/Character/EnemyCharacter.cpp
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#include "EnemyCharacter.h"
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Project/Source/Gasa/Character/EnemyCharacter.h
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Project/Source/Gasa/Character/EnemyCharacter.h
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#pragma once
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#include "GasaCharacter.h"
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#include "EnemyCharacter.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AEnemyCharacter : public AGasaCharacter
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{
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GENERATED_BODY()
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public:
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};
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Project/Source/Gasa/Character/GasaCharacter.cpp
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Project/Source/Gasa/Character/GasaCharacter.cpp
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#include "GasaCharacter.h"
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AGasaCharacter::AGasaCharacter()
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{
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PrimaryActorTick.bCanEverTick = false;
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh(), FName("WeaponAttach"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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Project/Source/Gasa/Character/GasaCharacter.h
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Project/Source/Gasa/Character/GasaCharacter.h
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#pragma once
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#include "GameFramework/Character.h"
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#include "GasaCharacter.generated.h"
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UCLASS(Abstract)
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class GASA_API AGasaCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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AGasaCharacter();
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#pragma region Combat
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UPROPERTY(EditAnywhere, Category="Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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#pragma endregion Combat
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#pragma region Actor
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void BeginPlay() override;
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#pragma endregion Actor
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};
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Project/Source/Gasa/Character/PlayerCharacter.cpp
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Project/Source/Gasa/Character/PlayerCharacter.cpp
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#include "PlayerCharacter.h"
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Project/Source/Gasa/Character/PlayerCharacter.h
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Project/Source/Gasa/Character/PlayerCharacter.h
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#pragma once
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#include "GasaCharacter.h"
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#include "PlayerCharacter.generated.h"
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UCLASS(Blueprintable)
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class GASA_API APlayerCharacter : public AGasaCharacter
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{
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GENERATED_BODY()
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public:
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};
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@ -1,6 +0,0 @@
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#include "GasaCharacter.h"
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void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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@ -1,16 +0,0 @@
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#pragma once
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#include "GameFramework/Character.h"
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#include "GasaCharacter.generated.h"
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UCLASS(BlueprintType, Blueprintable)
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class GASA_API AGasaCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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#pragma region Actor
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void BeginPlay() override;
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#pragma endregion Actor
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};
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@ -6,7 +6,7 @@ $path_root = split-path -Parent -Path $path_scripts
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$path_ue = join-path '../../Surgo' 'UE'
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$path_project = join-path $path_root 'Project'
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$uproject = join-path $path_project 'GASATHON.uproject'
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$uproject = join-path $path_project 'Gasa.uproject'
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$UBT = join-path $path_ue 'Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe'
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