Fix for inventory tabs, rename tables, iteration on library and some other smaller material fixes and asset cleanups

This commit is contained in:
2026-09-10 23:28:15 +02:00
parent 86336a9cb3
commit a6c6ddcc63
51 changed files with 80 additions and 149 deletions

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@@ -1,34 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "PlacableActorComponent.h"
// Sets default values for this component's properties
UPlacableActorComponent::UPlacableActorComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UPlacableActorComponent::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void UPlacableActorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}

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@@ -1,35 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PlacableActorComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTELERI_API UPlacableActorComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UPlacableActorComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};