fix level2 broken asset file
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Materials/M_MonsterBodyLevel1Scene4.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Materials/M_MonsterBodyLevel1Scene4.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2_BuiltData.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2_BuiltData.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/OnBeginPlay/Seq_Level2_clock.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/OnBeginPlay/Seq_Level2_clock.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_SkillSelect.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_SkillSelect.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_TreeFall.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_TreeFall.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_begin.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_begin.uasset
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss1.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss1.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss2.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss2.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss3.uasset
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UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Moss3.uasset
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@ -22,13 +22,13 @@
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ALevelBase* ALevelBase::Get()
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{
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if(auto GM = AMainGameModeBase::Get())
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return GM->leadLevel.Get();
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return GM->leadLevel;
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return nullptr;
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}
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void ALevelBase::BeginPlay()
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{
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AMainGameModeBase::leadLevel = TStrongObjectPtr<ALevelBase>{ this };
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AMainGameModeBase::leadLevel = this;
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ALevelScriptActor::BeginPlay();
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@ -19,7 +19,7 @@ TStrongObjectPtr<UWidgetsManager> AMainGameModeBase::widgetsManager = nullptr;
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TStrongObjectPtr<UCutsceneManager> AMainGameModeBase::cutsceneManager = nullptr;
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TStrongObjectPtr<UQuickTimeEventManager> AMainGameModeBase::quickTimeEventManager = nullptr;
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TStrongObjectPtr<UDialogueManager> AMainGameModeBase::dialogueManager = nullptr;
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TStrongObjectPtr<ALevelBase> AMainGameModeBase::leadLevel = nullptr;
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ALevelBase* AMainGameModeBase::leadLevel = nullptr;
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void AMainGameModeBase::StartPlay()
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{
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@ -38,11 +38,11 @@ void AMainGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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cutsceneManager->LockCallback(true);
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cutsceneManager->Clear();
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leadLevel.Reset();
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widgetsManager.Reset();
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cutsceneManager.Reset();
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quickTimeEventManager.Reset();
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dialogueManager.Reset();
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leadLevel = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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@ -44,7 +44,7 @@ public:
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void SwitchCameraMode();
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static TStrongObjectPtr<class ALevelBase> leadLevel;
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static class ALevelBase* leadLevel;
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FQuestsUpdateDelegate questsUpdateDelegate;
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