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Optimize gamemode and gamestate code
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@ -64,10 +64,18 @@ enum class ELevelEnum : uint8
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UENUM(BlueprintType)
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enum class EQualityEnum : uint8
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{
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Epic UMETA(DisplayName = "Epic"),
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High UMETA(DisplayName = "High"),
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Low UMETA(DisplayName = "Low"),
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Middle UMETA(DisplayName = "Middle"),
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Low UMETA(DisplayName = "Low")
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High UMETA(DisplayName = "High"),
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Epic UMETA(DisplayName = "Epic")
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};
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UENUM(BlueprintType)
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enum class EGoalType : uint8
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{
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GrabAndPull UMETA(DisplayName = "Grab and Pull"),
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GrabAndRotate UMETA(DisplayName = "Grab and Rotate"),
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};
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USTRUCT(BlueprintType)
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@ -123,4 +131,92 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<ERobotsCategories> RobotTypeList;
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};
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};
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USTRUCT(BlueprintType)
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struct FGoalsTaskData : public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EGoalType GoalType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsStart;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FTransform TargetLocation;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AActor* TargetActor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsComplate;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector DropOffLocation;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString ObjectName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bActive;
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};
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USTRUCT(BlueprintType)
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struct FCaptureSettingsData : public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText FolderName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText FileName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText WritesPerSec;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsScenario;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FGoalsTaskData> TaskList;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bLight;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bMaterials;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bRobotPosition;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPets;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfPets;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPeople;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfPeople;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bObjects;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfObjects;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<UStaticMeshComponent*> RandomMeshes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bInfiniteCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfCaptures;
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};
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