bugfixes
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Blueprints/BP_candle.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Blueprints/BP_candle.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/L_Level1.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_1/L_Level1.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Materials/MI_Level1_TechnicalRoom_BlinkCandle.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Materials/MI_Level1_TechnicalRoom_BlinkCandle.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/BP_Level2_Tree.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/BP_Level2_Tree.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_4/L_Level4.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_4/L_Level4.umap
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_BlinkColor.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_BlinkColor.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/ST_MainMenu_Credits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/ST_MainMenu_Credits.uasset
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@ -16,8 +16,8 @@ void ALevel1::BeginPlay()
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{
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{
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ALevelBase::BeginPlay();
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ALevelBase::BeginPlay();
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TurnLight(false);
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//TurnLight(false);
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TurnFog(false);
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//TurnFog(false);
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CallNextState();
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CallNextState();
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}
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}
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