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2 Commits
brian.perf
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main
Author | SHA1 | Date | |
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7da5c810f4 | |||
9dc11a96fe |
@ -220,6 +220,7 @@ MinSampleRate=8000.000000
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CompressionQualityModifier=1.000000
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AutoStreamingThreshold=0.000000
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SoundCueCookQualityIndex=-1
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DefaultWindowMode=Fullscreen
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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@ -1,8 +0,0 @@
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[/Script/Engine.GameUserSettings]
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Version=5
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FullscreenMode=2
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LastConfirmedFullscreenMode=2
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ResolutionSizeX=1280
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ResolutionSizeY=720
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LastUserConfirmedResolutionSizeX=1280
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LastUserConfirmedResolutionSizeY=720
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Content/Audio/Aud_Source/SWAVE_BtnClick.uasset
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Content/Audio/Aud_Source/SWAVE_BtnClick.uasset
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Content/Audio/Sound_Classes/SCLASSMIX_Lucky.uasset
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Content/Audio/Sound_Classes/SCLASSMIX_Lucky.uasset
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Content/Audio/Sound_Classes/SCLASS_Ambiance.uasset
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Content/Audio/Sound_Classes/SCLASS_Ambiance.uasset
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Content/Audio/Sound_Classes/SCLASS_Effect.uasset
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Content/Audio/Sound_Classes/SCLASS_Effect.uasset
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Content/Audio/Sound_Classes/SCLASS_Music.uasset
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Content/Audio/Sound_Classes/SCLASS_Music.uasset
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Content/Audio/Sound_Classes/SCLASS_Widget.uasset
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Content/Audio/Sound_Classes/SCLASS_Widget.uasset
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Content/SaveGame/BP_VolumeSaveGame.uasset
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Content/SaveGame/BP_VolumeSaveGame.uasset
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Content/luckyBot/Luckywidget/Style/WB_LuckySlider.uasset
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Content/luckyBot/Luckywidget/Style/WB_LuckySlider.uasset
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Content/luckyBot/Luckywidget/menu/WB_volumeMenu.uasset
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Content/luckyBot/Luckywidget/menu/WB_volumeMenu.uasset
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Content/luckyBot/icons/volume.uasset
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Content/luckyBot/icons/volume.uasset
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@ -21,6 +21,9 @@ void ULuckyRobotsGameInstance::Init()
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{
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Super::Init();
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// Set fullscreen mode on startup
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DoResolutionChange(true);
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auto UISubsystem = GetSubsystem<UUISubsystem>();
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if (UISubsystem)
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{
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@ -20,7 +20,7 @@ void UMainScreenUserWidget::NativeConstruct()
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if (GameInstance)
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{
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GameInstance->bIsFirstOpenGame = false;
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//GameInstance->DoResolutionChange(bIsFullScreen);
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GameInstance->DoResolutionChange(bIsFullScreen);
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GameInstance->OnMessageDispatched.AddDynamic(this, &UMainScreenUserWidget::OnMessageDispatchedHandler);
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}
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@ -696,3 +696,22 @@ struct FParsedData
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UPROPERTY(BlueprintReadWrite, Category = "Parsed Data")
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FString Quality;
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};
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USTRUCT(BlueprintType)
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struct FSaveGameSettings
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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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float f_ambient;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float f_effect;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float f_ui;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float f_music;
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};
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