Import 2 chairs, fix grass color and fog opacity, fix a bug for save data propagation
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Content/Materials/Props/Chairs/MI_WoodenChairPlating_Metal.uasset
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Content/Materials/Props/Chairs/MI_WoodenChairPlating_Metal.uasset
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Content/Materials/Props/Chairs/MI_WoodenChair_1.uasset
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Content/Materials/Props/Chairs/MI_WoodenChair_1.uasset
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Content/Models/Props/SM_WoodChair.uasset
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Content/Models/Props/SM_WoodChair.uasset
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Content/Models/Props/SM_WoodChairPlating.uasset
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Content/Models/Props/SM_WoodChairPlating.uasset
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Content/Models/Props/WoodChair.fbx
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Content/Models/Props/WoodChair.fbx
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Content/Models/Props/WoodChairPlating.fbx
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Content/Models/Props/WoodChairPlating.fbx
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Dev/BLENDER/Chairs.blend
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Dev/BLENDER/Chairs.blend
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Dev/BLENDER/Chairs.blend1
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Dev/BLENDER/Chairs.blend1
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@@ -111,7 +111,7 @@ void AEleriGameState::PropagateSaveData(UEleriSaveGame* InSaveData) {
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//Promote actor data
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for (FActorIterator It(GetWorld()); It; ++It) {
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AActor* Actor = *It;
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if (!Actor->IsValidLowLevel() || Actor->IsPendingKillPending() || !Cast<ISaveableObjectInterface>(Actor) || !!Cast<IActorPersistentIdInterface>(Actor)) {
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if (!Actor->IsValidLowLevel() || Actor->IsPendingKillPending() || !Cast<ISaveableObjectInterface>(Actor) || !Cast<IActorPersistentIdInterface>(Actor)) {
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continue;
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}
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if (auto ActorSaveData = SaveData.ActorSaveData.Find(Cast<IActorPersistentIdInterface>(Actor)->GetPersistentId())) {
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