227 lines
7.6 KiB
C++
Executable file
227 lines
7.6 KiB
C++
Executable file
#include "ActorFunctionLibrary.h"
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#include "Templates/SubclassOf.h"
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void UActorFunctionLibrary::UnlockSpecificCharacters(TArray<APlayerCharacter*> Characters, ECharacterState UnlockIf, ECharacterState UnlockTo) {
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}
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void UActorFunctionLibrary::UnlockCharacters(UObject* WorldContextObject) {
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}
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float UActorFunctionLibrary::TimeSince(UObject* WorldContextObject, float Time) {
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return 0.0f;
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}
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void UActorFunctionLibrary::SetScalarParameters(FName ParameterName, float Value, const TArray<UMaterialInstanceDynamic*>& Materials) {
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}
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void UActorFunctionLibrary::PlayCueOnClient(APlayerController* Target, USoundCue* cue) {
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}
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void UActorFunctionLibrary::PlayCueOnAll(UObject* WorldContextObject, USoundCue* cue) {
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}
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float UActorFunctionLibrary::PingPong(float Time, float Length, bool normalize) {
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return 0.0f;
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}
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float UActorFunctionLibrary::MoveTowards(float Current, float End, float step) {
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return 0.0f;
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}
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void UActorFunctionLibrary::LockSpecificCharactersIfState(TArray<APlayerCharacter*> Characters, ECharacterState stateToLock) {
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}
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void UActorFunctionLibrary::LockSpecificCharacters(TArray<APlayerCharacter*> Characters) {
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}
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bool UActorFunctionLibrary::LockSpecificCharacterIfState(APlayerCharacter* Character, ECharacterState LockIf, ECharacterState LockTo) {
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return false;
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}
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void UActorFunctionLibrary::LockCharacters(UObject* WorldContextObject) {
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}
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TSubclassOf<UWindowWidget> UActorFunctionLibrary::LoadWindowWidgetClass(TSoftClassPtr<UWindowWidget> WidgetClass) {
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return NULL;
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}
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TSubclassOf<UUserWidget> UActorFunctionLibrary::LoadWidgetClass(TSoftClassPtr<UUserWidget> WidgetClass) {
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return NULL;
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}
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UClass* UActorFunctionLibrary::LoadClass(TSoftClassPtr<UObject> softReference) {
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return NULL;
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}
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void UActorFunctionLibrary::KillActorWithEffects(AActor* Actor, USceneComponent* visualsToHide, USoundCue* deathSound, UFXSystemAsset* deathParticles, float particleScale, UPathfinderCollisionComponent* pathColliderToDisable) {
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}
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bool UActorFunctionLibrary::IsWeakPoint(UFSDPhysicalMaterial* Material) {
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return false;
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}
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bool UActorFunctionLibrary::IsSingleplayer(UObject* WorldContextObject) {
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return false;
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}
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bool UActorFunctionLibrary::IsInRangeOfLocalPlayer(AActor* toActor, float MinDistance, float MaxDistance) {
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return false;
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}
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bool UActorFunctionLibrary::IsCloseToLocalPlayer(AActor* toActor, float Distance) {
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return false;
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}
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int32 UActorFunctionLibrary::GetTotalHeroLevels(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
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return 0;
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}
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FGuid UActorFunctionLibrary::GetSaveGameIDFromCharacterID(UPlayerCharacterID* characterID) {
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return FGuid{};
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}
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FGuid UActorFunctionLibrary::GetSavegameID(UClass* objectClass) {
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return FGuid{};
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}
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TArray<APlayerCharacter*> UActorFunctionLibrary::GetPlayersInRange(UObject* WorldContextObject, const FVector& Origin, float Radius, bool MustBeAlive) {
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return TArray<APlayerCharacter*>();
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}
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UItemID* UActorFunctionLibrary::GetItemID(TSubclassOf<AActor> itemClass) {
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return NULL;
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}
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float UActorFunctionLibrary::GetHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
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return 0.0f;
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}
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FText UActorFunctionLibrary::GetHeroSwitchToMessage(TSubclassOf<APlayerCharacter> playerClass) {
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return FText::GetEmpty();
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}
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FString UActorFunctionLibrary::GetHeroSourceName(TSubclassOf<APlayerCharacter> playerClass) {
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return TEXT("");
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}
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float UActorFunctionLibrary::GetHeroProgress(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
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return 0.0f;
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}
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FText UActorFunctionLibrary::GetHeroName(TSubclassOf<APlayerCharacter> playerClass) {
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return FText::GetEmpty();
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}
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int32 UActorFunctionLibrary::GetHeroLevel(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
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return 0;
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}
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UInventoryList* UActorFunctionLibrary::GetHeroInventoryList(UPlayerCharacterID* characterID) {
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return NULL;
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}
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FHeroInfo UActorFunctionLibrary::GetHeroInfo(TSubclassOf<APlayerCharacter> playerClass) {
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return FHeroInfo{};
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}
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UTexture2D* UActorFunctionLibrary::GetHeroImageSmall(TSubclassOf<APlayerCharacter> playerClass) {
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return NULL;
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}
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UTexture2D* UActorFunctionLibrary::GetHeroImageFullSize(TSubclassOf<APlayerCharacter> playerClass) {
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return NULL;
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}
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UTexture2D* UActorFunctionLibrary::GetHeroImage(TSubclassOf<APlayerCharacter> playerClass) {
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return NULL;
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}
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FLinearColor UActorFunctionLibrary::GetHeroColor(TSubclassOf<APlayerCharacter> playerClass) {
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return FLinearColor{};
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}
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UActorComponent* UActorFunctionLibrary::GetComponentFromClass(TSubclassOf<AActor> Actor, TSubclassOf<UActorComponent> ComponentClass) {
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return NULL;
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}
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UActorComponent* UActorFunctionLibrary::GetComponentByClass(AActor* Actor, TSubclassOf<UActorComponent> ComponentClass) {
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return NULL;
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}
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UPlayerCharacterID* UActorFunctionLibrary::GetCharacterIDFromCharacter(APlayerCharacter* Character) {
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return NULL;
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}
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UPlayerCharacterID* UActorFunctionLibrary::GetCharacterID(TSubclassOf<APlayerCharacter> playerClass) {
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return NULL;
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}
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TArray<APlayerCharacter*> UActorFunctionLibrary::GetAllPlayerCharacters(UObject* WorldContext) {
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return TArray<APlayerCharacter*>();
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}
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FVector UActorFunctionLibrary::GetActorTargetCenter(AActor* TargetActor) {
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return FVector{};
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}
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void UActorFunctionLibrary::FSDRemoveBlendable(UPostProcessComponent* PostProcessComponent, TScriptInterface<IBlendableInterface> InBlendableObject) {
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}
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void UActorFunctionLibrary::FSDRemoveAllWidgets(UObject* WorldContextObject) {
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}
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void UActorFunctionLibrary::FSDDumpCallStack(const FString& Msg) {
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}
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APlayerCharacter* UActorFunctionLibrary::FindNearestPlayerCharacter(UObject* WorldContextObject, FVector fromLocation, float MaxRadius, bool MustBeAlive, bool MustBeUnparalyzed, bool MustHaveLineOfSight) {
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return NULL;
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}
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FVector UActorFunctionLibrary::FindLatejoinDroppodLocation(AFSDGameMode* GameMode) {
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return FVector{};
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}
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AActor* UActorFunctionLibrary::FindClosestEnemyFromLocation(const FVector& fromLocation, float range, bool LineOfSightCheck, UObject* WorldContextObject, const TArray<AActor*>& IgnoredActors, const FVector& Offset, bool onlyTargetable) {
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return NULL;
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}
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AActor* UActorFunctionLibrary::FindClosestEnemyFromActorWithSkipChance(AActor* FromActor, float range, float SkipChance, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, FVector Offset) {
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return NULL;
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}
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AActor* UActorFunctionLibrary::FindClosestEnemyFromActor(AActor* FromActor, float range, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, const FVector& Offset) {
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return NULL;
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}
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FVector UActorFunctionLibrary::FindCharacterTeleportLocation(UObject* WorldContextObject, const FVector& closeToLocation, float desiredDistance) {
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return FVector{};
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}
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void UActorFunctionLibrary::FadeMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) {
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}
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float UActorFunctionLibrary::EvaluateRuntimeCurve(UObject* WorldContextObject, const FRuntimeFloatCurve& Curve, float Time) {
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return 0.0f;
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}
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void UActorFunctionLibrary::DissolveMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) {
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}
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TArray<UMaterialInstanceDynamic*> UActorFunctionLibrary::CreateDynamicMaterialInstances(UMeshComponent* Mesh) {
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return TArray<UMaterialInstanceDynamic*>();
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}
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float UActorFunctionLibrary::AddHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID, float Amount) {
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return 0.0f;
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}
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void UActorFunctionLibrary::AddEnemyKill(APlayerCharacter* Instigator, UEnemyComponent* EnemyComponent, AFSDGameState* GameState) {
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}
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bool UActorFunctionLibrary::ActorMatchesTagQuery(const FGameplayTagQuery& Query, const AActor* InActor) {
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return false;
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}
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UActorFunctionLibrary::UActorFunctionLibrary() {
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}
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