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Organize some structures and enum
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@ -24,6 +24,21 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* LevelDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* FurnitureDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* DecorationDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* KitchenwareDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* ElectronicsDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* BathroomDataTable;
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public:
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bool bIsFirstOpenGame;
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bool bIsDebug;
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@ -169,7 +184,7 @@ public:
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void SetCurrentObjectsNumber(int32 ObjectsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes);
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void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMesh>>& RandomMeshes);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
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@ -218,7 +233,7 @@ public:
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int32 GetCurrentObjectsNumber() const;
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UFUNCTION(BlueprintPure)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes() const;
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TArray<TSoftObjectPtr<UStaticMesh>> GetCurrentRandomMeshes() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsInfiniteCapture() const;
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