Collision/Phyiscs fixes, tried moving actors between levels by chanigng outer and renaming but SPUD cant handle that, so will probably destroy / respawn
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					 15 changed files with 81 additions and 21 deletions
				
			
		
							
								
								
									
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/.vs
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/.vscode
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/Content
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/DerivedDataCache
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/Intermediate
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/Saved
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/UE4ProjectRenamer
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/Plugins/AdvancedSessions/AdvancedSessions/Intermediate
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/Plugins/AdvancedSessions/AdvancedSteamSessions/Intermediate
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/Plugins/SPUD/doc
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/Plugins/SPUD/Intermediate
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/Plugins/StevesUEHelpers/doc
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/Plugins/StevesUEHelpers/Intermediate
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/Plugins/VRExpansionPlugin/OpenXRExpansionPlugin/Intermediate
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/Plugins/VRExpansionPlugin/VRExpansionPlugin/Intermediate
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#include "CodeOnlyFunctionLibrary.h"
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#include "GameFramework/Actor.h"
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#include "Engine/Level.h"
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FString UCodeOnlyFunctionLibrary::RenameActorUnique(AActor* ActorToRename, const FString& DesiredName, AActor* ReferenceActorForLevel)
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{
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    if (!ActorToRename || !ReferenceActorForLevel)
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    {
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        return FString();
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    }
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    FString NewName = DesiredName;
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    while (!ActorToRename->Rename(*NewName, ReferenceActorForLevel->GetLevel(), REN_Test))
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    {
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        UE_LOG(LogTemp, Warning, TEXT("Rename conflict on drop: %s"), *NewName);
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        NewName.AppendChar('x');
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    }
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    ActorToRename->Rename(*NewName, ReferenceActorForLevel->GetLevel());
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    return NewName;
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CodeOnlyFunctionLibrary.generated.h"
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UCLASS()
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class NO_API UCodeOnlyFunctionLibrary : public UBlueprintFunctionLibrary
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{
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    GENERATED_BODY()
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public:
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    UFUNCTION(BlueprintCallable, Category="Utilities|Actor")
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    static FString RenameActorUnique(AActor* ActorToRename, const FString& DesiredName, AActor* ReferenceActorForLevel);
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};
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		{
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			"Name": "VRExpPluginExample",
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			"Type": "Runtime",
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			"LoadingPhase": "Default"
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			"LoadingPhase": "Default",
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			"AdditionalDependencies": [
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				"Engine"
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			]
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		}
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	],
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	"Plugins": [
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