added main and pause menus
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@@ -22,11 +22,22 @@ public:
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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UGlobalSaveGameData* GetCurrentSave();
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// True when a persisted save exists in the active slot — drives the main-menu
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// Continue button's enabled state.
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UFUNCTION(BlueprintPure, Category = "Save")
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bool DoesSaveExist() const;
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// Wipes the active slot and reseeds a fresh save from StartingSaveData, replacing
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// the cached CurrentSave so the next GetCurrentSave returns the new game. Call before
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// opening the gameplay level from the main-menu "New Game" flow.
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UFUNCTION(BlueprintCallable, Category = "Save")
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void StartNewGame();
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protected:
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UFUNCTION(BlueprintCallable)
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void BP_LoadGame();
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UFUNCTION(BlueprintCallable)
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void BP_SaveGame();
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