fixed build errors
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@@ -19,18 +19,15 @@ GlobalDefaultServerGameMode=None
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r.AllowStaticLighting=False
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r.AllowStaticLighting=False
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r.GenerateMeshDistanceFields=True
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.DynamicGlobalIlluminationMethod=0
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r.ReflectionMethod=1
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r.ReflectionMethod=2
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r.SkinCache.CompileShaders=True
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r.SkinCache.CompileShaders=True
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r.RayTracing=True
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r.RayTracing=True
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r.RayTracing.RayTracingProxies.ProjectEnabled=True
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r.RayTracing.RayTracingProxies.ProjectEnabled=True
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r.Shadow.Virtual.Enable=1
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r.Shadow.Virtual.Enable=0
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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@@ -12,6 +12,7 @@
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#include "NakedDesire/Global/NakedDesireGameMode.h"
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#include "NakedDesire/Global/NakedDesireGameMode.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/Stats/StatsManager.h"
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#include "NakedDesire/Stats/StatsManager.h"
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#include "Perception/AIPerceptionComponent.h"
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void ANPCAIController::SetShouldReactToPlayer(const bool Value)
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void ANPCAIController::SetShouldReactToPlayer(const bool Value)
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{
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{
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@@ -38,22 +39,22 @@ void ANPCAIController::OnPossess(APawn* InPawn)
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PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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Blackboard->SetValueAsObject("Player", PlayerCharacter);
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Blackboard->SetValueAsObject("Player", PlayerCharacter);
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PerceptionComponent->OnTargetPerceptionUpdated.AddUniqueDynamic(this, &ANPCAIController::OnTargetPerceptionUpdate);
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}
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}
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void ANPCAIController::OnUnpossess()
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void ANPCAIController::OnUnPossess()
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{
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{
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if (bCurrentlyObserving && PlayerCharacter)
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if (bCurrentlyObserving && PlayerCharacter)
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{
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{
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PlayerCharacter->StatsManager->SetObserved(false);
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PlayerCharacter->StatsManager->SetObserved(false);
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bCurrentlyObserving = false;
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bCurrentlyObserving = false;
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}
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}
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Super::OnUnpossess();
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Super::OnUnPossess();
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}
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}
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void ANPCAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
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void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus)
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{
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{
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Super::OnTargetPerceptionUpdated(Actor, Stimulus);
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if (Actor != PlayerCharacter)
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if (Actor != PlayerCharacter)
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return;
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return;
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if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
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if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
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@@ -35,7 +35,9 @@ public:
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void SetShouldReactToPlayer(bool Value);
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void SetShouldReactToPlayer(bool Value);
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protected:
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protected:
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UFUNCTION()
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void OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus);
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnUnpossess() override;
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virtual void OnUnPossess() override;
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virtual void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) override;
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};
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};
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