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Rename entire project to LuckyWorldV2, including uproject file, folders and so on
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21
Source/LuckyWorldV2/Public/GameModes/LuckyRobotsGameMode.h
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21
Source/LuckyWorldV2/Public/GameModes/LuckyRobotsGameMode.h
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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 "GameFramework/GameModeBase.h"
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#include "LuckyRobotsGameMode.generated.h"
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API ALuckyRobotsGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController) override;
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};
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35
Source/LuckyWorldV2/Public/GameModes/LuckyRobotsGameState.h
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35
Source/LuckyWorldV2/Public/GameModes/LuckyRobotsGameState.h
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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 "GameFramework/GameStateBase.h"
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#include "LuckyRobotsGameState.generated.h"
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class USocketIOClientComponent;
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class USIOJsonValue;
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API ALuckyRobotsGameState : public AGameStateBase
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{
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GENERATED_BODY()
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protected:
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ALuckyRobotsGameState();
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virtual void BeginPlay() override;
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public:
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UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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USocketIOClientComponent* SocketIOClientComponent;
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public:
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UFUNCTION(BlueprintCallable)
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void DoSendMessage(FString SendValue);
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UFUNCTION(BlueprintCallable)
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void DoSocketOnConnect(FString SocketId, FString SessionId, bool IsReconnection);
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UFUNCTION(BlueprintCallable)
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void DoSocketOnGenericEvent(FString EventName, USIOJsonValue* EventData);
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};
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