Setup basic test level
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@@ -1,7 +1,7 @@
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Maps/MainMenu.MainMenu
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EditorStartupMap=/Game/Test/Maps/TestLevel.TestLevel
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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@@ -58,9 +58,9 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* De
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}
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bool UGlobalSaveGameData::SaveGame(const TArray<UClothingItemData*> CurrentWardrobeClothing,
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const TArray<UClothingItemData*> CurrentPlayerClothing, int32 Money)
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const TArray<UClothingItemData*> CurrentPlayerClothing, int32 InMoney)
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{
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if (UGlobalSaveGameData* Save = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing, (float)Money))
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if (UGlobalSaveGameData* Save = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing, (float)InMoney))
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{
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return UGameplayStatics::SaveGameToSlot(Save, SLOT_NAME, SLOT_PLAYER);
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}
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@@ -34,7 +34,7 @@ public:
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static UGlobalSaveGameData* LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing);
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UFUNCTION(BlueprintCallable)
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static bool SaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, int32 Money);
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static bool SaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, int32 InMoney);
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private:
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static UGlobalSaveGameData* CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, float InMoney);
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