Organize some structures and enum
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Content/GameBP/Datatable/SelectableItemData/DT_Bathroom.uasset
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Content/GameBP/Datatable/SelectableItemData/DT_Bathroom.uasset
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Content/GameBP/Datatable/SelectableItemData/DT_Decoration.uasset
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Content/GameBP/Datatable/SelectableItemData/DT_Decoration.uasset
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Content/GameBP/Datatable/SelectableItemData/DT_Furniture.uasset
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Content/GameBP/Datatable/SelectableItemData/DT_Furniture.uasset
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@ -198,7 +198,7 @@ void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int32 ObjectsNumber)
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CurrentCaptureSettingsData.NumberOfObjects = FText::FromString(FString::FromInt(ObjectsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes)
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMesh>>& RandomMeshes)
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{
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CurrentCaptureSettingsData.RandomMeshes = RandomMeshes;
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}
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@ -278,7 +278,7 @@ int32 ULuckyRobotsGameInstance::GetCurrentObjectsNumber() const
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return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfObjects.ToString());
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}
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TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes() const
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TArray<TSoftObjectPtr<UStaticMesh>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes() const
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{
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return CurrentCaptureSettingsData.RandomMeshes;
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}
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@ -24,6 +24,21 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* LevelDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* FurnitureDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* DecorationDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* KitchenwareDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* ElectronicsDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* BathroomDataTable;
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public:
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bool bIsFirstOpenGame;
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bool bIsDebug;
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@ -169,7 +184,7 @@ public:
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void SetCurrentObjectsNumber(int32 ObjectsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes);
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void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMesh>>& RandomMeshes);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
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@ -218,7 +233,7 @@ public:
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int32 GetCurrentObjectsNumber() const;
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UFUNCTION(BlueprintPure)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes() const;
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TArray<TSoftObjectPtr<UStaticMesh>> GetCurrentRandomMeshes() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsInfiniteCapture() const;
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@ -72,29 +72,29 @@ enum class EQualityEnum : uint8
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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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GrabAndOpen UMETA(DisplayName = "Grab and Open"),
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PickAndPlace UMETA(DisplayName = "Pick and Place"),
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Pick UMETA(DisplayName = "Pick"),
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GrabAndInsert UMETA(DisplayName = "Grab and Insert"),
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Find UMETA(DisplayName = "Find"),
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Point UMETA(DisplayName = "Point"),
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PointWithLaserPointer UMETA(DisplayName = "Point with Laser Pointer"),
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RotateHand UMETA(DisplayName = "Rotate Hand"),
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SliceDice UMETA(DisplayName = "Slice/Dice"),
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Wipe UMETA(DisplayName = "Wipe"),
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FoldUnfold UMETA(DisplayName = "Fold/Unfold"),
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ArrangeOrganize UMETA(DisplayName = "Arrange/Organize"),
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PressButton UMETA(DisplayName = "Press Button"),
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PourDispense UMETA(DisplayName = "Pour/Dispense"),
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NavigateSimpleEnvironments UMETA(DisplayName = "Navigate Simple Environments"),
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NavigateComplexTerrain UMETA(DisplayName = "Navigate Complex Terrain"),
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ClimbStairsOrRamps UMETA(DisplayName = "Climb Stairs or Ramps"),
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BalanceStabilize UMETA(DisplayName = "Balance/Stabilize"),
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DockingAndCharging UMETA(DisplayName = "Docking and Charging"),
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ChangeGripper UMETA(DisplayName = "Change Gripper"),
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Place UMETA(DisplayName = "Place")
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GrabAndPull UMETA(DisplayName = "Grab and Pull"),
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GrabAndRotate UMETA(DisplayName = "Grab and Rotate"),
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GrabAndOpen UMETA(DisplayName = "Grab and Open"),
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PickAndPlace UMETA(DisplayName = "Pick and Place"),
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Pick UMETA(DisplayName = "Pick"),
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GrabAndInsert UMETA(DisplayName = "Grab and Insert"),
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Find UMETA(DisplayName = "Find"),
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Point UMETA(DisplayName = "Point"),
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PointWithLaserPointer UMETA(DisplayName = "Point with Laser Pointer"),
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RotateHand UMETA(DisplayName = "Rotate Hand"),
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SliceDice UMETA(DisplayName = "Slice/Dice"),
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Wipe UMETA(DisplayName = "Wipe"),
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FoldUnfold UMETA(DisplayName = "Fold/Unfold"),
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ArrangeOrganize UMETA(DisplayName = "Arrange/Organize"),
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PressButton UMETA(DisplayName = "Press Button"),
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PourDispense UMETA(DisplayName = "Pour/Dispense"),
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NavigateSimpleEnvironments UMETA(DisplayName = "Navigate Simple Environments"),
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NavigateComplexTerrain UMETA(DisplayName = "Navigate Complex Terrain"),
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ClimbStairsOrRamps UMETA(DisplayName = "Climb Stairs or Ramps"),
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BalanceStabilize UMETA(DisplayName = "Balance/Stabilize"),
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DockingAndCharging UMETA(DisplayName = "Docking and Charging"),
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ChangeGripper UMETA(DisplayName = "Change Gripper"),
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Place UMETA(DisplayName = "Place")
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};
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UENUM(BlueprintType)
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@ -116,6 +116,84 @@ enum class ELogItemType : uint8
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Consol UMETA(DisplayName = "Consol")
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};
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UENUM(BlueprintType)
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enum class EFurniture : uint8
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{
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Sofas UMETA(DisplayName = "Sofas"),
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Chairs UMETA(DisplayName = "Chairs"),
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Tables UMETA(DisplayName = "Tables"),
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Beds UMETA(DisplayName = "Beds"),
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Cabinets UMETA(DisplayName = "Cabinets"),
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Shelves UMETA(DisplayName = "Shelves"),
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Desks UMETA(DisplayName = "Desks"),
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Doors UMETA(DisplayName = "Doors"),
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Drawers UMETA(DisplayName = "Drawers")
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};
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UENUM(BlueprintType)
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enum class EDecoration : uint8
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{
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Carpets UMETA(DisplayName = "Carpets"),
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Paintings UMETA(DisplayName = "Paintings"),
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Vases UMETA(DisplayName = "Vases"),
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Lamps UMETA(DisplayName = "Lamps"),
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Mirrors UMETA(DisplayName = "Mirrors"),
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Curtains UMETA(DisplayName = "Curtains"),
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Plants UMETA(DisplayName = "Plants"),
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Textiles UMETA(DisplayName = "Textiles"),
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Lighting UMETA(DisplayName = "Lighting"),
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Outdoor UMETA(DisplayName = "Outdoor"),
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OfficeSupplies UMETA(DisplayName = "Office Supplies"),
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Books UMETA(DisplayName = "Books"),
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ToolsAndEquipment UMETA(DisplayName = "Tools And Equipment"),
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Dressing UMETA(DisplayName = "Dressing"),
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BasketsAndBoxes UMETA(DisplayName = "Baskets And Boxes")
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};
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UENUM(BlueprintType)
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enum class EKitchenware : uint8
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{
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Plates UMETA(DisplayName = "Plates"),
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Glasses UMETA(DisplayName = "Glasses"),
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Cutlery UMETA(DisplayName = "Cutlery"),
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Pots UMETA(DisplayName = "Pots"),
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SmallAppliances UMETA(DisplayName = "Small Appliances"),
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Cups UMETA(DisplayName = "Cups"),
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Bottles UMETA(DisplayName = "Bottles")
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};
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UENUM(BlueprintType)
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enum class EElectronics : uint8
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{
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Television UMETA(DisplayName = "Television"),
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LargeAppliances UMETA(DisplayName = "Large Appliances"),
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Oven UMETA(DisplayName = "Oven"),
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Computer UMETA(DisplayName = "Computer"),
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KitchenGadgets UMETA(DisplayName = "Kitchen Gadgets"),
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MusicGadgets UMETA(DisplayName = "Music Gadgets"),
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SmallElectronics UMETA(DisplayName = "Small Electronics")
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};
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UENUM(BlueprintType)
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enum class EBathroom : uint8
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{
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Towels UMETA(DisplayName = "Towels"),
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SoapDispenser UMETA(DisplayName = "Soap Dispenser"),
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ShowerCurtains UMETA(DisplayName = "Shower Curtains"),
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BathMats UMETA(DisplayName = "Bath Mats"),
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Toiletries UMETA(DisplayName = "Toiletries")
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};
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UENUM(BlueprintType)
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enum class EItemCategory : uint8
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{
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Furniture UMETA(DisplayName = "Furniture"),
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Decoration UMETA(DisplayName = "Decoration"),
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Kitchenware UMETA(DisplayName = "Kitchenware"),
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Electronics UMETA(DisplayName = "Electronics"),
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Bathroom UMETA(DisplayName = "Bathroom")
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};
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USTRUCT(BlueprintType)
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struct FRobotData : public FTableRowBase
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{
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@ -306,7 +384,7 @@ public:
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FText NumberOfObjects = FText::FromString("1");
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes;
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TArray<TSoftObjectPtr<UStaticMesh>> RandomMeshes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bInfiniteCapture;
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@ -398,3 +476,66 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bCallback;
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};
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USTRUCT(BlueprintType)
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struct FSelectableItemData : public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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int32 ID;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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EItemCategory Category;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item", meta = (EditCondition = "Category == EItemCategory::Furniture", EditConditionHides))
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EFurniture FurnitureType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item", meta = (EditCondition = "Category == EItemCategory::Decoration", EditConditionHides))
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EDecoration DecorationType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item", meta = (EditCondition = "Category == EItemCategory::Kitchenware", EditConditionHides))
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EKitchenware KitchenwareType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item", meta = (EditCondition = "Category == EItemCategory::Electronics", EditConditionHides))
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EElectronics ElectronicsType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item", meta = (EditCondition = "Category == EItemCategory::Bathroom", EditConditionHides))
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EBathroom BathroomType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FString Name;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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TSoftObjectPtr<UTexture2D> Icon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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TSoftObjectPtr<UStaticMesh> Mesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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bool bIsStatic;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FTransform Transform;
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FSelectableItemData()
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: ID(0)
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, Category(EItemCategory::Furniture)
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, FurnitureType(EFurniture::Sofas)
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, DecorationType(EDecoration::Carpets)
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, KitchenwareType(EKitchenware::Plates)
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, ElectronicsType(EElectronics::Television)
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, BathroomType(EBathroom::Towels)
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, Name(TEXT(""))
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, Icon(nullptr)
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, Mesh(nullptr)
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, Description(TEXT(""))
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, bIsStatic(false)
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, Transform(FTransform::Identity)
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{
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}
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};
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