C++ Implementation GameInstance save, also some cleanup of unsued C++ classes
This literally took me days, as it turn out that the timing offset between C++ and BP Init of GameIstance caused it to not be added as a GlobalObject to SPUD correctly.
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18 changed files with 72 additions and 112 deletions
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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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#pragma once
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#include "CoreMinimal.h"
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#include "AdvancedFriendsGameInstance.h"
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#include "CustomAdvancedFriendsGI.generated.h"
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/**
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* Custom GameInstance that registers itself with SPUD for persistence.
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*/
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UCLASS()
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class VREXPPLUGINEXAMPLE_API UCustomAdvancedFriendsGI : public UAdvancedFriendsGameInstance
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{
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GENERATED_BODY()
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public:
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virtual void Init() override;
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};
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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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/**
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*
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*/
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class VREXPPLUGINEXAMPLE_API WidgetHelper
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{
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public:
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WidgetHelper();
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~WidgetHelper();
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};
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