Update
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@@ -5,4 +5,7 @@ SimpleMapName=/Game/TopDown/Maps/TopDownExampleMap
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bAllowClassAndBlueprintPinMatching=true
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bAllowClassAndBlueprintPinMatching=true
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bReplaceBlueprintWithClass= true
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bReplaceBlueprintWithClass= true
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bDontLoadBlueprintOutsideEditor= true
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bDontLoadBlueprintOutsideEditor= true
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bBlueprintIsNotBlueprintType= true
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bBlueprintIsNotBlueprintType= true
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[/Script/AdvancedPreviewScene.SharedProfiles]
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Content/Assets/Kronos/SM_KronosShip.uasset
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Content/Assets/Landscape/M_LandscapeAnubis.uasset
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Content/Assets/SolarPlantSmall/M_SolarPlant_Small.uasset
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Content/Data/Input/Actions/IA_Pause.uasset
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Content/Data/Input/Actions/IA_SwitchMode.uasset
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Content/Materials/M_PlaceableTranslucent.uasset
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Content/UI/Textures/T_Carbon.uasset
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@@ -30,6 +30,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText Name;
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FText Name;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool Enabled = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<EObjectType> ObjectType = Building;
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TEnumAsByte<EObjectType> ObjectType = Building;
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@@ -12,8 +12,6 @@
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/LocalPlayer.h"
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DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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ATerraformingAnubisPlayerController::ATerraformingAnubisPlayerController()
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ATerraformingAnubisPlayerController::ATerraformingAnubisPlayerController()
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{
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{
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bShowMouseCursor = true;
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bShowMouseCursor = true;
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@@ -42,10 +40,6 @@ void ATerraformingAnubisPlayerController::SetupInputComponent()
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// Setup mouse input events
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// Setup mouse input events
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EnhancedInputComponent->BindAction(ClickAction, ETriggerEvent::Started, this, &ATerraformingAnubisPlayerController::OnClick);
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EnhancedInputComponent->BindAction(ClickAction, ETriggerEvent::Started, this, &ATerraformingAnubisPlayerController::OnClick);
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}
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}
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else
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{
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UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
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}
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}
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}
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void ATerraformingAnubisPlayerController::OnClick()
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void ATerraformingAnubisPlayerController::OnClick()
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@@ -12,7 +12,33 @@ class UNiagaraSystem;
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class UInputMappingContext;
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class UInputMappingContext;
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class UInputAction;
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class UInputAction;
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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UENUM(BlueprintType)
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enum EInteractionMode
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{
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TPP UMETA(DisplayName = "TPP"),
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Tactical UMETA(DisplayName = "Tactical")
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};
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USTRUCT(BlueprintType)
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struct FResources
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite)
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int32 ElectricEnergy;
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UPROPERTY(BlueprintReadWrite)
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int32 Nanites;
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UPROPERTY(BlueprintReadWrite)
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int32 Carbon;
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UPROPERTY(BlueprintReadWrite)
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int32 Titanium;
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UPROPERTY(BlueprintReadWrite)
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int32 Water;
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};
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UCLASS()
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UCLASS()
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class ATerraformingAnubisPlayerController : public APlayerController
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class ATerraformingAnubisPlayerController : public APlayerController
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