Optimizing the code
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Content/GameBP/UI/Common/WB_LuckyTextFieldLayout.uasset
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Content/GameBP/UI/Common/WB_LuckyTextFieldLayout.uasset
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Content/GameBP/UI/Common/WB_MenuTitle.uasset
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Content/GameBP/UI/Common/WB_MenuTitle.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UI/Common/MenuTitleUserWidget.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UI/Common/TextFieldUserWidget.h"
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void UTextFieldUserWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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UpdateDisplay();
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}
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Source/LuckyWorldV2/Public/UI/Common/MenuTitleUserWidget.h
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Source/LuckyWorldV2/Public/UI/Common/MenuTitleUserWidget.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 "Blueprint/UserWidget.h"
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#include "MenuTitleUserWidget.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnClickCloseButton);
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API UMenuTitleUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString MenuTitle;
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnClickCloseButton OnClickCloseButton;
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};
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Source/LuckyWorldV2/Public/UI/Common/TextFieldUserWidget.h
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Source/LuckyWorldV2/Public/UI/Common/TextFieldUserWidget.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 "Blueprint/UserWidget.h"
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#include "TextFieldUserWidget.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEditText, FString, editstr);
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API UTextFieldUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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protected:
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virtual void NativeConstruct() override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString SettingFieldLabel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UTexture2D* SettingIcon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString SettingString;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FLinearColor SettingColor;
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnEditText OnEditText;
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateDisplay();
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};
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