0.1x developer
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TheracAdapter.h"
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TheracAdapter::TheracAdapter() {}
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TheracAdapter::~TheracAdapter() {}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TheracSimComponent.h"
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// Sets default values for this component's properties
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UTheracSimComponent::UTheracSimComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UTheracSimComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UTheracSimComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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/**
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*
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*/
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class MYPROJECT_API TheracAdapter
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{
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public:
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TheracAdapter();
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~TheracAdapter();
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "TheracSimComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class MYPROJECT_API UTheracSimComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UTheracSimComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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