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Rename entire project to LuckyWorldV2, including uproject file, folders and so on
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "SharedDef.h"
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#include "LuckyRobotsFunctionLibrary.generated.h"
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class ULuckyRobotsGameInstance;
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class USG_CaptureSetting;
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API ULuckyRobotsFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static ULuckyRobotsGameInstance* GetLuckyRobotsGameInstance(const UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static TArray<FRobotData> GetActiveRobotDataList(const UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static TArray<FLevelData> GetActiveLevelDataList(const UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
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static void UpdateQualitySettings(const UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
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static FCaptureSettingsData LoadCaptureSettings(const UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
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static void SaveCaptureSettings(const UObject* WorldContextObject, FCaptureSettingsData CaptureSetting);
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};
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