setup npc visuals
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@@ -14,9 +14,9 @@ USTRUCT(BlueprintType)
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struct FNPCSpawnEntry
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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TSubclassOf<ANPC> NPCClass;
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ENPCType Type = ENPCType::Walker;
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UPROPERTY(EditDefaultsOnly, Category = "NPC", meta = (ClampMin = "0.0"))
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float Weight = 1.0f;
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@@ -59,4 +59,7 @@ public:
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// Weighted classes drawn into the pool at prewarm. Empty = director spawns nothing.
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UPROPERTY(EditDefaultsOnly, Category = "Population")
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TArray<FNPCSpawnEntry> SpawnTable;
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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TArray<TSubclassOf<ANPC>> NPCClasses;
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};
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