saving/loading systems successfully migrated to player controller
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_HYPlayerCharacController.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_HYPlayerCharacController.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_PlayerCharacterBase.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_PlayerCharacterBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AOEBP/BP_AOEBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AOEBP/BP_AOEOverTime.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AOEBP/ChildrenAOE/BP_AOE_Fire.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AOEBP/ChildrenAOE/BP_AOE_Fire.uasset
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hwanyoung2/Content/Hwanyoung/Interactables/BP_HaetaeStatueBase.uasset
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hwanyoung2/Content/Hwanyoung/Interactables/BP_HaetaeStatueBase.uasset
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hwanyoung2/Content/Hwanyoung/UI/Player_HUD/WG_PlayerHUD.uasset
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hwanyoung2/Content/Hwanyoung/UI/Player_HUD/WG_PlayerHUD.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/1/4N/KIGVDZGKXZEXF0X8UFZUX8.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/8/AC/DL88DUTQ404452LSY7JG6Y.uasset
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@ -28,6 +28,9 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void ReloadCraftUI();
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void ReloadCraftUI();
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UFUNCTION(BlueprintImplementableEvent)
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void SaveGameplay();
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UFUNCTION(BlueprintCallable, Category = "Utils")
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UFUNCTION(BlueprintCallable, Category = "Utils")
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int32 GetInventoryWeight();
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int32 GetInventoryWeight();
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hwanyoung2/Source/hwanyoung2/HYSaveGameActor.cpp
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hwanyoung2/Source/hwanyoung2/HYSaveGameActor.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HYSaveGameActor.h"
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#include "HYPlayerCharacController.h"
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AHYSaveGameActor::AHYSaveGameActor()
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{
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SavepointMesh = CreateDefaultSubobject<UStaticMeshComponent>("SavepointMesh");
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RootComponent = Cast<USceneComponent>(SavepointMesh);
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Super::Name = "Haetae statue";
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Super::Action = "touch";
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}
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void AHYSaveGameActor::Interact_Implementation(APlayerController* Controller)
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{
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Super::Interact_Implementation(Controller);
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
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IController->SaveGameplay();
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}
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hwanyoung2/Source/hwanyoung2/HYSaveGameActor.h
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hwanyoung2/Source/hwanyoung2/HYSaveGameActor.h
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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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#include "HYInteractableActor.h"
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#include "HYSaveGameActor.generated.h"
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/**
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*
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*/
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UCLASS()
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class HWANYOUNG2_API AHYSaveGameActor : public AHYInteractableActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AHYSaveGameActor();
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void Interact_Implementation(APlayerController* Controller) override;
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protected:
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UPROPERTY(EditDefaultsOnly)
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UStaticMeshComponent* SavepointMesh;
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};
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