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3 Commits
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e8cacbe1c7
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hwanyoung2/Content/GoodSky/Blueprint/BP_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Blueprint/BP_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Maps/Level_GoodSky_Showcase.umap
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hwanyoung2/Content/GoodSky/Maps/Level_GoodSky_Showcase.umap
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/M_GoodSky_SkyRing_.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/M_GoodSky_SkyRing_.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/M_GoodSky_Sun_Emissive.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/M_GoodSky_Sun_Emissive.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/SM_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/SM_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/SM_GoodSky_StarMesh.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/SM_GoodSky_StarMesh.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/T_GoodSky_SkyRing.uasset
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hwanyoung2/Content/GoodSky/Resource/ArrowTool/T_GoodSky_SkyRing.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_Change.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_Change.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_AllOverlayColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_AllOverlayColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_BaseCloudColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_BaseCloudColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_DomeColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_DomeColor.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_SunDirection_Vector.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_SunDirection_Vector.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_SunLight.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_SunLight.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_horizon_Color.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Curve/Curve_GoodSky_horizon_Color.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/DataTable/DataTable_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/DataTable/DataTable_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Clouds_Coverage.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Clouds_Coverage.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Effects.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Effects.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_MeshType.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_MeshType.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Preset.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Preset.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Style_Clouds.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_GoodSky_Style_Clouds.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_SunDirection.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Enum/Enum_SunDirection.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Structure/Structure_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Resource/Data/Structure/Structure_GoodSky.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Light_Function/M_GoodSky_StormLightning_LightFunction.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Light_Function/M_GoodSky_StormLightning_LightFunction.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Base.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Base.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Storm.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Storm.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Sun_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Sun_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Sun_Stars_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/M_GoodSky_Sun_Stars_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Clouds_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Clouds_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Global_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Global_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_LightningFlick.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_LightningFlick.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Moon_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Moon_Setting.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_SkyDomeAlpha.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_SkyDomeAlpha.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Time.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Time.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Top_Part_Alpha.uasset
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hwanyoung2/Content/GoodSky/Resource/Materials/Material_Function/MF_GoodSky_Top_Part_Alpha.uasset
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hwanyoung2/Content/GoodSky/Resource/Mesh/SM_GoodSky_Hemisphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Mesh/SM_GoodSky_Hemisphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Mesh/SM_GoodSky_Sphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Mesh/SM_GoodSky_Sphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Lightning.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Lightning.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Moon.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_Stars.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_A.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_A.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_B.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_B.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_C.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_C.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_D.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_D.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_E.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_E.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_F.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_F.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_sphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_clouds_sphere.uasset
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hwanyoung2/Content/GoodSky/Resource/Textures/T_GoodSky_noise_smooth.uasset
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hwanyoung2/Content/GoodSky/Resource/UI/WB_GoodSky_Menu.uasset
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hwanyoung2/Content/GoodSky/Resource/UI/WB_GoodSky_Menu.uasset
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hwanyoung2/Content/Hwanyoung/Character/NPC/BP_NPCBase.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/BPAC_HwandoMechanism.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/BP_Haesol.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/BP_HaesolHwando.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/ItemBP/BP_AutoPickUpSoul.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_ConsumableItemBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_ManualPickUpItemBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_FoxMarble.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Gochugaru.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Meat.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_MedicinePot.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Rice.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Salt.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Sesame.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_Tea.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/ChildrenItemBP/BP_WaterBottle.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/SystemBP/AttributeSet/AC_CritAttackSystem.uasset
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hwanyoung2/Content/Hwanyoung/Interactables/ItemDataTable.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/1/36/PLRRZP62564MR7VCEZGL1N.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/C/C6/3WAH3K3TSQ13H5JHFD0GZW.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/C/C6/3WAH3K3TSQ13H5JHFD0GZW.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/H8/BNSHQ8HCXZSA1A5SPKL6PA.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/H8/BNSHQ8HCXZSA1A5SPKL6PA.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/YE/WLLPVCYZ2OQTK3KEUFPB0C.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/YE/WLLPVCYZ2OQTK3KEUFPB0C.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/E/32/OR0B2RSHZOF0NPP85QM648.uasset
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/E/32/OR0B2RSHZOF0NPP85QM648.uasset
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44
hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.cpp
Normal file
44
hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.cpp
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "HYAutomaticPickUp.h"
|
||||||
|
#include "HYPlayerCharacController.h"
|
||||||
|
|
||||||
|
// Sets default values
|
||||||
|
AHYAutomaticPickUp::AHYAutomaticPickUp()
|
||||||
|
{
|
||||||
|
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||||
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
|
PickupMesh = CreateDefaultSubobject<UStaticMeshComponent>("PickupMesh");
|
||||||
|
RootComponent = Cast<USceneComponent>(PickupMesh);
|
||||||
|
|
||||||
|
ItemID = FName("No ID");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void AHYAutomaticPickUp::Collect_Implementation(APlayerController* Controller)
|
||||||
|
{
|
||||||
|
AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
|
||||||
|
if (IController->AddItemToInventoryByID(ItemID))
|
||||||
|
Destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
FName AHYAutomaticPickUp::GetItemID()
|
||||||
|
{
|
||||||
|
return ItemID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
void AHYAutomaticPickUp::BeginPlay()
|
||||||
|
{
|
||||||
|
Super::BeginPlay();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called every frame
|
||||||
|
void AHYAutomaticPickUp::Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
Super::Tick(DeltaTime);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
38
hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.h
Normal file
38
hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.h
Normal file
@ -0,0 +1,38 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "GameFramework/Actor.h"
|
||||||
|
#include "HYAutomaticPickUp.generated.h"
|
||||||
|
|
||||||
|
UCLASS()
|
||||||
|
class HWANYOUNG2_API AHYAutomaticPickUp : public AActor
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Sets default values for this actor's properties
|
||||||
|
AHYAutomaticPickUp();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintNativeEvent)
|
||||||
|
void Collect(APlayerController* Controller);
|
||||||
|
virtual void Collect_Implementation(APlayerController* Controller);
|
||||||
|
|
||||||
|
FName GetItemID();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere)
|
||||||
|
UStaticMeshComponent* PickupMesh;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
FName ItemID;
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Called every frame
|
||||||
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
};
|
18
hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.cpp
Normal file
18
hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.cpp
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "HYMoneyAutoPickUp.h"
|
||||||
|
#include "HYPlayerCharacController.h"
|
||||||
|
|
||||||
|
AHYMoneyAutoPickUp::AHYMoneyAutoPickUp()
|
||||||
|
{
|
||||||
|
Super::ItemID = FName("Lost soul");
|
||||||
|
Value = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AHYMoneyAutoPickUp::Collect_Implementation(APlayerController* Controller)
|
||||||
|
{
|
||||||
|
AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
|
||||||
|
IController->Currency += Value;
|
||||||
|
Destroy();
|
||||||
|
}
|
26
hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.h
Normal file
26
hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.h
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "HYAutomaticPickUp.h"
|
||||||
|
#include "HYMoneyAutoPickUp.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class HWANYOUNG2_API AHYMoneyAutoPickUp : public AHYAutomaticPickUp
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
AHYMoneyAutoPickUp();
|
||||||
|
|
||||||
|
void Collect_Implementation(APlayerController* Controller) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
int32 Value;
|
||||||
|
|
||||||
|
};
|
@ -43,6 +43,9 @@ public:
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
int32 InventoryWeightLimit;
|
int32 InventoryWeightLimit;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
int32 Currency;
|
||||||
|
|
||||||
//interacts with the Interactable objects
|
//interacts with the Interactable objects
|
||||||
UFUNCTION(BlueprintCallable, Category = "Utils")
|
UFUNCTION(BlueprintCallable, Category = "Utils")
|
||||||
void Interact();
|
void Interact();
|
||||||
|
@ -7,5 +7,6 @@ FInventoryItem::FInventoryItem()
|
|||||||
{
|
{
|
||||||
this->ItemName = FText::FromString("No Name");
|
this->ItemName = FText::FromString("No Name");
|
||||||
this->ItemWeight = 1;
|
this->ItemWeight = 1;
|
||||||
|
this->ItemValue = 1;
|
||||||
this->ItemDescription = FText::FromString("No Description");
|
this->ItemDescription = FText::FromString("No Description");
|
||||||
}
|
}
|
||||||
|
@ -37,6 +37,10 @@ public:
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
int32 ItemWeight;
|
int32 ItemWeight;
|
||||||
|
|
||||||
|
//value of the item
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
int32 ItemValue;
|
||||||
|
|
||||||
//is the item only available through drops?
|
//is the item only available through drops?
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
bool OnlyDropped;
|
bool OnlyDropped;
|
||||||
|
@ -12,6 +12,7 @@
|
|||||||
#include "EnhancedInputSubsystems.h"
|
#include "EnhancedInputSubsystems.h"
|
||||||
#include "HYInteractableActor.h"
|
#include "HYInteractableActor.h"
|
||||||
#include "InventoryItem.h"
|
#include "InventoryItem.h"
|
||||||
|
#include "HYAutomaticPickUp.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -97,12 +98,29 @@ void Ahwanyoung2Character::CheckForInteractables()
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Ahwanyoung2Character::CollectAutoPickups()
|
||||||
|
{
|
||||||
|
// Stores all the overlapping actors in an array
|
||||||
|
TArray<AActor*> CollectedActors;
|
||||||
|
CollectionSphere->GetOverlappingActors(CollectedActors);
|
||||||
|
|
||||||
|
AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(GetController());
|
||||||
|
|
||||||
|
for (int32 indCollect = 0; indCollect < CollectedActors.Num(); ++indCollect) {
|
||||||
|
AHYAutomaticPickUp* const Pickup = Cast<AHYAutomaticPickUp>(CollectedActors[indCollect]);
|
||||||
|
if (Pickup && !Pickup->IsPendingKill()) {
|
||||||
|
Pickup->Collect(IController);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Ahwanyoung2Character::Tick(float DeltaTime)
|
void Ahwanyoung2Character::Tick(float DeltaTime)
|
||||||
{
|
{
|
||||||
Super::Tick(DeltaTime);
|
Super::Tick(DeltaTime);
|
||||||
|
|
||||||
CheckForInteractables();
|
CheckForInteractables();
|
||||||
|
CollectAutoPickups();
|
||||||
}
|
}
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////
|
||||||
@ -201,6 +219,10 @@ void Ahwanyoung2Character::Initialize()
|
|||||||
|
|
||||||
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
|
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
|
||||||
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
|
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
|
||||||
|
|
||||||
|
CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
|
||||||
|
CollectionSphere->SetupAttachment(RootComponent);
|
||||||
|
CollectionSphere->SetSphereRadius(200.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user