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Optimize some WB_GameWidget codes and Gameinstance codes
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@ -80,7 +80,7 @@ void ULuckyRobotsFunctionLibrary::UpdateQualitySettings(const UObject* WorldCont
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}
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}
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FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings()
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FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings(const UObject* WorldContextObject)
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{
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FCaptureSettingsData DefaultCaptureSetting;
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DefaultCaptureSetting.FolderName = FText::FromString("robotdata");
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@ -94,6 +94,11 @@ FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings()
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SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
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if (SaveGame)
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{
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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{
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LuckyRobotsGameInstance->CurrentCaptureSettingsData = SaveGame->CaptureSetting;
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}
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return SaveGame->CaptureSetting;
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}
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else
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@ -109,8 +114,14 @@ FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings()
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return DefaultCaptureSetting;
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}
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void ULuckyRobotsFunctionLibrary::SaveCaptureSettings(FCaptureSettingsData CaptureSetting)
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void ULuckyRobotsFunctionLibrary::SaveCaptureSettings(const UObject* WorldContextObject, FCaptureSettingsData CaptureSetting)
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{
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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{
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LuckyRobotsGameInstance->CurrentCaptureSettingsData = CaptureSetting;
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}
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USG_CaptureSetting* SaveGame = nullptr;
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SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
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if (!SaveGame)
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@ -133,3 +133,134 @@ void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
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GameUserWidget->DoRefreshListView();
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}
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}
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void ULuckyRobotsGameInstance::SetCurrentFolderName(FString FolderName)
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{
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CurrentCaptureSettingsData.FolderName = FText::FromString(FolderName);
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}
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void ULuckyRobotsGameInstance::SetCurrentFileName(FString FileName)
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{
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CurrentCaptureSettingsData.FileName = FText::FromString(FileName);
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}
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void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int WritesPerSec)
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{
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CurrentCaptureSettingsData.WritesPerSec = FText::FromString(FString::FromInt(WritesPerSec));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsScenario(bool IsScenario)
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{
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CurrentCaptureSettingsData.IsScenario = IsScenario;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomLight(bool bLight)
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{
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CurrentCaptureSettingsData.bLight = bLight;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomMaterials(bool bMaterials)
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{
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CurrentCaptureSettingsData.bMaterials = bMaterials;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomRobotPosition(bool bRobotPosition)
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{
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CurrentCaptureSettingsData.bRobotPosition = bRobotPosition;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPets(bool bPets)
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{
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CurrentCaptureSettingsData.bPets = bPets;
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}
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void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int PetsNumber)
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{
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CurrentCaptureSettingsData.NumberOfPets = FText::FromString(FString::FromInt(PetsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPeople(bool bPeople)
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{
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CurrentCaptureSettingsData.bPeople = bPeople;
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}
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void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int PeopleNumber)
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{
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CurrentCaptureSettingsData.NumberOfPeople = FText::FromString(FString::FromInt(PeopleNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomObjects(bool bObjects)
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{
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CurrentCaptureSettingsData.bObjects = bObjects;
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}
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void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int ObjectsNumber)
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{
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CurrentCaptureSettingsData.NumberOfObjects = FText::FromString(FString::FromInt(ObjectsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes)
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{
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CurrentCaptureSettingsData.RandomMeshes = RandomMeshes;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsInfiniteCapture(bool bInfiniteCapture)
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{
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CurrentCaptureSettingsData.bInfiniteCapture = bInfiniteCapture;
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}
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void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int CaptureNumber)
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{
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CurrentCaptureSettingsData.NumberOfCaptures = FText::FromString(FString::FromInt(CaptureNumber));
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}
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FString ULuckyRobotsGameInstance::GetCurrentFolderName()
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{
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return CurrentCaptureSettingsData.FolderName.ToString();
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}
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FString ULuckyRobotsGameInstance::GetCurrentFileName()
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{
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return CurrentCaptureSettingsData.FileName.ToString();
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}
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int ULuckyRobotsGameInstance::GetCurrentWritesPerSec()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.WritesPerSec.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsScenario()
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{
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return CurrentCaptureSettingsData.IsScenario;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight()
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{
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return CurrentCaptureSettingsData.bLight;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials()
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{
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return CurrentCaptureSettingsData.bMaterials;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition()
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{
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return CurrentCaptureSettingsData.bRobotPosition;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets()
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{
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return CurrentCaptureSettingsData.bPets;
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}
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int ULuckyRobotsGameInstance::GetCurrentPetsNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPets.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople()
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{
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return CurrentCaptureSettingsData.bPeople;
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}
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int ULuckyRobotsGameInstance::GetCurrentPeopleNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPeople.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects()
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{
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return CurrentCaptureSettingsData.bObjects;
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}
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int ULuckyRobotsGameInstance::GetCurrentObjectsNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfObjects.ToString()));
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}
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TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes()
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{
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return CurrentCaptureSettingsData.RandomMeshes;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture()
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{
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return CurrentCaptureSettingsData.bInfiniteCapture;
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}
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int ULuckyRobotsGameInstance::GetCurrentCaptureNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfCaptures.ToString()));
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}
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@ -29,9 +29,9 @@ public:
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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)
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static FCaptureSettingsData LoadCaptureSettings();
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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)
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static void SaveCaptureSettings(FCaptureSettingsData CaptureSetting);
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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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@ -24,41 +24,41 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* LevelDataTable;
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//public:
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// bool bIsFirstOpenGame;
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//
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// bool bIsDebug;
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// bool bIsWidgetTestMode;
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// bool bIsShowPath;
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//
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//public:
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bIsCapture;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bIsCaptureHand;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bIsCaptureHead;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bScenarioCapture;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bIsMouseOpen;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// bool bIschange;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// int PerSecond;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// FTransform TargetPosition;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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// FCaptureSettingsData CaptureSettingsData;
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//
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public:
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bool bIsFirstOpenGame;
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bool bIsDebug;
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bool bIsWidgetTestMode;
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bool bIsShowPath;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCaptureHand;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCaptureHead;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bScenarioCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsMouseOpen;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIschange;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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int FolderCount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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FTransform TargetPosition;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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FCaptureSettingsData CurrentCaptureSettingsData;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ERobotsName CurrentSelectRobot = ERobotsName::None;
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@ -122,6 +122,104 @@ public:
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UFUNCTION(BlueprintCallable)
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void DoSetTempTaskValueChange(bool IsClear);
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public:
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UFUNCTION(BlueprintCallable)
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void SetCurrentFolderName(FString FolderName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentFileName(FString FileName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentWritesPerSec(int WritesPerSec);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsScenario(bool IsScenario);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomLight(bool bLight);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomMaterials(bool bMaterials);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomRobotPosition(bool bRobotPosition);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomPets(bool bPets);
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UFUNCTION(BlueprintCallable)
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void SetCurrentPetsNumber(int PetsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomPeople(bool bPeople);
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UFUNCTION(BlueprintCallable)
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void SetCurrentPeopleNumber(int PeopleNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomObjects(bool bObjects);
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UFUNCTION(BlueprintCallable)
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void SetCurrentObjectsNumber(int ObjectsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
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UFUNCTION(BlueprintCallable)
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void SetCurrentCaptureNumber(int CaptureNumber);
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public:
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UFUNCTION(BlueprintPure)
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FString GetCurrentFolderName();
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UFUNCTION(BlueprintPure)
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FString GetCurrentFileName();
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UFUNCTION(BlueprintPure)
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int GetCurrentWritesPerSec();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsScenario();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomLight();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomMaterials();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomRobotPosition();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPets();
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UFUNCTION(BlueprintPure)
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int GetCurrentPetsNumber();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPeople();
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UFUNCTION(BlueprintPure)
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int GetCurrentPeopleNumber();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomObjects();
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UFUNCTION(BlueprintPure)
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int GetCurrentObjectsNumber();
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UFUNCTION(BlueprintPure)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsInfiniteCapture();
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UFUNCTION(BlueprintPure)
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int GetCurrentCaptureNumber();
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public:
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UFUNCTION(BlueprintImplementableEvent)
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void DoGetDispatch(const FString& EventName, USIOJsonValue* EventData);
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