Fix for inventory tabs, rename tables, iteration on library and some other smaller material fixes and asset cleanups
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Content/Materials/Props/Chest/MI_RewardChest_MetalAlt.uasset
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Content/Materials/Props/Chest/MI_RewardChest_MetalAlt.uasset
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Content/Materials/Props/Chest/MI_RewardChest_MetalKeyhole.uasset
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Content/Materials/Props/Chest/MI_RewardChest_MetalKeyhole.uasset
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Content/Models/Props/SM_TableSmall.uasset
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Content/UI/ButtonSelected.uasset
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Content/UI/HexagonBorder.png
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Content/UI/HexagonBorder.uasset
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Dev/BLENDER/Chest.blend
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@@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlacableActorComponent.h"
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// Sets default values for this component's properties
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UPlacableActorComponent::UPlacableActorComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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}
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// Called when the game starts
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void UPlacableActorComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void UPlacableActorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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@@ -1,35 +0,0 @@
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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 "Components/ActorComponent.h"
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#include "PlacableActorComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class PROJECTELERI_API UPlacableActorComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UPlacableActorComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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