Photo mode init
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenu.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuCredits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptions.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsAudio.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsControls.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsGame.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsVideo.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/UI_CameraMode.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/UI_CameraMode.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsSwitchButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_OptionsSwitchButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/MainMenu/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSwitchButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_Title.uasset
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@ -24,10 +24,6 @@ void ACameraModeBase::BeginPlay()
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Super::BeginPlay();
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auto world = GetWorld();
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//GetMovementComponent()->speed
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// GetCharacterMovement()->MaxWalkSpeed = moveSpeed;
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auto gameSettings = UCustomGameUserSettings::GetCustomGameUserSettings();
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if(auto camera = FindComponentByClass<UCameraComponent>())
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@ -39,13 +35,11 @@ void ACameraModeBase::BeginPlay()
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{
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if(auto inputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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{
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if(auto GI = Cast<UCustomGameInstanceBase>(GetWorld()->GetGameInstance()))
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if(auto GI = UCustomGameInstanceBase::GetGameInstance())
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{
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inputSubsystem->ClearAllMappings();
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for(auto& inputContext : GI->inputContexts)
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{
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inputSubsystem->AddMappingContext(inputContext.LoadSynchronous(), 0);
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}
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for(auto& context : inputContexts)
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inputSubsystem->AddMappingContext(context.LoadSynchronous(), 0);
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}
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}
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}
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@ -33,4 +33,7 @@ protected:
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float moveSpeed = 200;
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UPROPERTY(EditDefaultsOnly)
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float runSpeedMultiplier = 4;
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UPROPERTY(EditDefaultsOnly)
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TArray<TSoftObjectPtr<class UInputMappingContext>> inputContexts;
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};
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@ -13,8 +13,8 @@ class UInteractableHintWidget : public UResolutionResponsiveUserWidget, public I
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GENERATED_BODY()
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public:
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UPROPERTY(meta = (BindWidget))
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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class UTextBlock* keyText;
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UPROPERTY(meta = (BindWidget))
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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class UTextBlock* descriptionText;
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};
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@ -0,0 +1,5 @@
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// Oleg Petruny proprietary.
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#include "PhotoModeWidget.h"
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@ -0,0 +1,22 @@
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// Oleg Petruny proprietary.
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#pragma once
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#include "Blueprint/UserWidget.h"
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#include "PhotoModeWidget.generated.h"
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UCLASS(Blueprintable, Abstract)
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class UPhotoModeWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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// hints
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UPROPERTY(meta = (BindWidget))
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class UInteractableHintWidget* move;
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UPROPERTY(meta = (BindWidget))
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class UInteractableHintWidget* rotate;
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UPROPERTY(meta = (BindWidget))
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class UInteractableHintWidget* distace;
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};
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@ -10,6 +10,8 @@
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void UQuickTimeEventWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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FWidgetAnimationDynamicEvent onTimerFinish;
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onTimerFinish.BindDynamic(this, &UQuickTimeEventWidget::RemoveEvent);
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BindToAnimationFinished(eventAnimation, onTimerFinish);
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@ -17,8 +19,6 @@ void UQuickTimeEventWidget::NativeConstruct()
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FWidgetAnimationDynamicEvent onRemove;
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onRemove.BindDynamic(this, &UQuickTimeEventWidget::RemoveFromManager);
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BindToAnimationFinished(removeAnimation, onRemove);
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return Super::NativeConstruct();
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}
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void UQuickTimeEventWidget::Show()
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