Fix for stat forge, setup a test character
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@@ -1,6 +1,4 @@
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#pragma once
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#include "StatDefinitions.h"
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STATFORGE_MAKE_STAT(Health)
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@@ -1,6 +1,13 @@
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#pragma once
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#include "CoreMinimal.h"
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// These FNames are defined in this module but are meant to be usable from other modules/plugins. Without an
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// export specifier they end up hidden on macOS, so any cross-module reference would break there while
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// Windows kept working. PROJECTELERI_API is supplied by this module's generated Definitions header.
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#define STATFORGE_STAT_API PROJECTELERI_API
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#include "Data/StatForgeRegistry.h"
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// -Flat Stats-
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@@ -42,9 +42,14 @@ ABaseCharacter::ABaseCharacter()
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// Resident wherever the player is, because a schedule is driven by the clock rather than by
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// proximity, and the whole point is that the NPC is already in the right place by the time the
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// player arrives. Being frozen in place by the schedule component while out of range is what
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// makes that affordable. Assigned as a plain member because SetIsSpatiallyLoaded() only exists in
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// editor builds and this has to hold in a packaged one too.
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// makes that affordable.
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// In UE 5.8 this flag (and SetIsSpatiallyLoaded with it) is editor-only data on AActor, which is
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// why it can only be set here and why the guard is needed for a packaged build to compile at
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// all. That is enough for the intent to survive cooking: the flag is not read by the packaged
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// game, the cook bakes this value into the actor descriptor that World Partition streams from.
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#if WITH_EDITORONLY_DATA
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bIsSpatiallyLoaded = false;
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#endif
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WidgetComponent = CreateDefaultSubobject<UInteractionWidgetComponent>(TEXT("WidgetComponent"));
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WidgetComponent->SetupAttachment(RootComponent);
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