refactor: Update API macro from FRAMEWORK_API to PG_FRAMEWORK_API across multiple headers
This commit is contained in:
@@ -20,7 +20,7 @@
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* bypass them entirely for performance and correctness.
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*/
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UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "DA_GameTagRegistry"))
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class FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset
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class PG_FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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@@ -21,7 +21,7 @@ class APC_CoreController;
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* here we get clean UFUNCTION(BlueprintCallable) with fast native paths.
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*/
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UCLASS()
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class FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary
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class PG_FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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@@ -69,7 +69,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin
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* pattern with clean template access via GetService<T>().
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*/
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UCLASS(Blueprintable)
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class FRAMEWORK_API UGI_GameFramework : public UGameInstance
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class PG_FRAMEWORK_API UGI_GameFramework : public UGameInstance
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{
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GENERATED_BODY()
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@@ -33,7 +33,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag,
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* Set them in your BP child's Class Defaults.
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*/
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UCLASS(Blueprintable)
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class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
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class PG_FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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@@ -30,7 +30,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe
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* clients and local single-player.
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*/
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UCLASS(Blueprintable)
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class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
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class PG_FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
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{
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GENERATED_BODY()
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@@ -26,7 +26,7 @@ class UInteractable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IInteractable
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class PG_FRAMEWORK_API IInteractable
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{
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GENERATED_BODY()
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@@ -66,7 +66,7 @@ class UInspectable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IInspectable
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class PG_FRAMEWORK_API IInspectable
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{
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GENERATED_BODY()
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@@ -97,7 +97,7 @@ class UDamageable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IDamageable
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class PG_FRAMEWORK_API IDamageable
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{
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GENERATED_BODY()
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@@ -138,7 +138,7 @@ class UHoldable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IHoldable
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class PG_FRAMEWORK_API IHoldable
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{
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GENERATED_BODY()
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@@ -169,7 +169,7 @@ class ULockable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API ILockable
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class PG_FRAMEWORK_API ILockable
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{
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GENERATED_BODY()
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@@ -200,7 +200,7 @@ class UUsableItem : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IUsableItem
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class PG_FRAMEWORK_API IUsableItem
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{
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GENERATED_BODY()
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@@ -229,7 +229,7 @@ class UPersistable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IPersistable
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class PG_FRAMEWORK_API IPersistable
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{
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GENERATED_BODY()
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@@ -261,7 +261,7 @@ class UToggleable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IToggleable
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class PG_FRAMEWORK_API IToggleable
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{
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GENERATED_BODY()
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@@ -292,7 +292,7 @@ class UAdjustable : public UInterface
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GENERATED_BODY()
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};
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class FRAMEWORK_API IAdjustable
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class PG_FRAMEWORK_API IAdjustable
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{
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GENERATED_BODY()
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@@ -34,7 +34,7 @@ enum class EInputContextPriority : uint8
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* Mapping context entry in the stack.
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FInputContextEntry
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struct PG_FRAMEWORK_API FInputContextEntry
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{
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GENERATED_BODY()
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@@ -70,7 +70,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKeyRebound, FGameplayTag, Action
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* "Get Enhanced Input Local Player Subsystem" node chains.
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*/
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UCLASS()
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class FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem
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class PG_FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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@@ -16,7 +16,7 @@ class UDA_ItemData;
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* Single inventory slot entry.
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FInventorySlot
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struct PG_FRAMEWORK_API FInventorySlot
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{
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GENERATED_BODY()
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@@ -64,7 +64,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei
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* no BP interpretive array node overhead.
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*/
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -6,7 +6,7 @@
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#include "DA_EquipmentConfig.generated.h"
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FDamageTypeResistance
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struct PG_FRAMEWORK_API FDamageTypeResistance
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{
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GENERATED_BODY()
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@@ -18,7 +18,7 @@ struct FRAMEWORK_API FDamageTypeResistance
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};
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UCLASS(BlueprintType)
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class FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset
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class PG_FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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@@ -49,7 +49,7 @@ enum class EEquipmentSlot : uint8
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* Equipment-specific data (shown when ItemType is Weapon or Tool).
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FItemEquipmentData
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struct PG_FRAMEWORK_API FItemEquipmentData
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{
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GENERATED_BODY()
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@@ -76,7 +76,7 @@ struct FRAMEWORK_API FItemEquipmentData
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* Consumable-specific data (shown when ItemType is Consumable).
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FItemConsumableData
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struct PG_FRAMEWORK_API FItemConsumableData
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{
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GENERATED_BODY()
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@@ -97,7 +97,7 @@ struct FRAMEWORK_API FItemConsumableData
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* Inspect-specific data (shown when bHasInspectMode is true).
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FItemInspectData
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struct PG_FRAMEWORK_API FItemInspectData
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{
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GENERATED_BODY()
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@@ -122,7 +122,7 @@ struct FRAMEWORK_API FItemInspectData
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* shows relevant sub-structs based on ItemType — a massive UX win for designers.
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*/
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UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "Item Data"))
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class FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset
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class PG_FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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@@ -8,7 +8,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, CurrentHea
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeath);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -8,7 +8,7 @@
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMovementModeChanged, FGameplayTag, NewMode, FGameplayTag, OldMode);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -7,7 +7,7 @@
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnExhaustionStateChanged, bool, bExhausted);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -66,7 +66,7 @@ enum class EHeartRateTier : uint8
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* In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead.
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*/
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StateManager : public UActorComponent
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class PG_FRAMEWORK_API UBPC_StateManager : public UActorComponent
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{
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GENERATED_BODY()
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@@ -17,7 +17,7 @@ enum class EStressTier : uint8
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StressSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_StressSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -5,7 +5,7 @@
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#include "PC_CoreController.generated.h"
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UCLASS(Blueprintable)
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class FRAMEWORK_API APC_CoreController : public APlayerController
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class PG_FRAMEWORK_API APC_CoreController : public APlayerController
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{
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GENERATED_BODY()
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@@ -5,7 +5,7 @@
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#include "PS_CorePlayerState.generated.h"
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UCLASS(Blueprintable)
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class FRAMEWORK_API APS_CorePlayerState : public APlayerState
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class PG_FRAMEWORK_API APS_CorePlayerState : public APlayerState
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{
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GENERATED_BODY()
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@@ -15,7 +15,7 @@
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* Save slot metadata returned by GetSlotManifest().
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FSaveSlotInfo
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struct PG_FRAMEWORK_API FSaveSlotInfo
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{
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GENERATED_BODY()
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@@ -54,7 +54,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSaveManifestUpdated, const TArray
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* and async save operations — impossible to match in Blueprint.
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*/
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UCLASS()
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class FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem
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class PG_FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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@@ -6,7 +6,7 @@
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#include "DA_StateGatingTable.generated.h"
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FStateGatingRule
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struct PG_FRAMEWORK_API FStateGatingRule
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{
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GENERATED_BODY()
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@@ -21,7 +21,7 @@ struct FRAMEWORK_API FStateGatingRule
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};
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UCLASS(BlueprintType)
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class FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset
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class PG_FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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@@ -28,7 +28,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKnockedDown, AActor*, KnockdownC
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* Damage modifier for a specific damage type.
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*/
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FDamageModifier
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struct PG_FRAMEWORK_API FDamageModifier
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{
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GENERATED_BODY()
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@@ -57,7 +57,7 @@ struct FRAMEWORK_API FDamageModifier
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* health system. In C++, the damage pipeline is native-speed vectorized math.
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*/
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -6,7 +6,7 @@
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#include "BPC_HitReactionSystem.generated.h"
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -5,7 +5,7 @@
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#include "BPC_ShieldDefenseSystem.generated.h"
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent
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class PG_FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent
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{
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GENERATED_BODY()
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Block a user