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UnrealProject/Lost_Edge/Content/Blueprints/BP_InWorlTextLine.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Blueprints/BP_TriggerBoxScene3Teleport.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_1/Blueprints/BP_TriggerBoxScene4_End.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_5/Blueprints/BP_Level5_ExitGame.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_5/Blueprints/BP_Level5_LoadTestLevel.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_5/L_Level5.umap
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UnrealProject/Lost_Edge/Content/Models/Characters/Human/BPA_HumanPlayer.uasset
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@ -55,6 +55,17 @@ int32 UCommonFunctions::StringIndexInTextArray(const TArray<FText>& array, const
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return -1;
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}
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int32 UCommonFunctions::SubstringCount(const FString& in, const FString& substr)
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{
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int32 result = 0;
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int32 i = -1;
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while((i = in.Find(substr, ESearchCase::Type::CaseSensitive, ESearchDir::Type::FromStart, i + 1)) != INDEX_NONE)
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++result;
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return result;
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}
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void UCommonFunctions::DestroyActorRecursively(AActor* actor)
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{
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TArray<AActor*> childs;
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@ -53,6 +53,8 @@ public:
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UFUNCTION(BlueprintPure)
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static int32 StringIndexInTextArray(const TArray<FText>& array, const FString& value);
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UFUNCTION(BlueprintPure)
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static int32 SubstringCount(const FString& in, const FString& substr);
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/** Recursively destroy actor and all its childs (the default Destroy doesn't have consistent behavior) */
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UFUNCTION(BlueprintCallable, Category = Actor)
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@ -116,11 +116,7 @@ void UGraphicsSettingsHelper::CenterWindowPosition(UCustomGameSettings* settings
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return;
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FIntPoint position;
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if(GetDisplayMode(settings) == EDisplayMode::Fullscreen)
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{
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position = { 0, 0 };
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}
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else
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if(GetDisplayMode(settings) == EDisplayMode::Windowed)
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{
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auto monitors = GetAvailableMonitors();
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int32 monitorId = GetMonitorId(settings);
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@ -132,6 +128,10 @@ void UGraphicsSettingsHelper::CenterWindowPosition(UCustomGameSettings* settings
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FIntPoint window = GetResolution(settings);
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position = { offset + (monitor.X - window.X) / 2, (monitor.Y - window.Y) / 2 };
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}
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else
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{
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position = { 0, 0 };
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}
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SetWindowPosition(settings, position);
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}
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@ -61,4 +61,6 @@ void AMinigame::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if(instance == this)
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instance = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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@ -348,30 +348,7 @@ void APlayerBase::ShowJournal()
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void APlayerBase::ShowMenu()
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{
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if(auto WM = AMainGameModeBase::GetWidgetsManager())
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{
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if(GetWorld()->IsPaused())
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{
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WM->HideMainMenu();
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if(auto PC = ACustomPlayerController::Get())
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{
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PC->SetShowMouseCursor(false);
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PC->SetInputMode(FInputModeGameOnly{});
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}
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UnlockPlayer(FPlayerLock::All());
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UGameplayStatics::SetGamePaused(GetWorld(), false);
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}
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else
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{
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WM->ShowMainMenu();
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if(auto PC = ACustomPlayerController::Get())
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{
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PC->SetShowMouseCursor(true);
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PC->SetInputMode(FInputModeGameAndUI{});
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}
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LockPlayer(FPlayerLock::All());
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UGameplayStatics::SetGamePaused(GetWorld(), true);
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}
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}
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WM->MenuCall();
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}
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FPlayerLock FPlayerLock::All()
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@ -9,6 +9,11 @@
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#include "MainMenuButtonWidget.h"
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#include "Widgets/WidgetsManager.h"
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namespace
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{
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constexpr float userCallDelaySeconds = 0.1f;
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}
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bool UMainMenuWidget::Initialize()
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{
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//FWidgetAnimationDynamicEvent closeFinished;
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@ -18,6 +23,25 @@ bool UMainMenuWidget::Initialize()
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return UUserWidget::Initialize();
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}
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void UMainMenuWidget::UserCall()
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{
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float time = GetWorld()->GetRealTimeSeconds();
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if(time - userCallTimeStamp < userCallDelaySeconds)
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return;
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userCallTimeStamp = time;
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if(Visibility == ESlateVisibility::Hidden)
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{
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if(auto GM = AMainGameModeBase::Get())
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if(auto WM = GM->GetWidgetsManager())
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WM->ShowMainMenu(true);
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}
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else
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{
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OnUserCall();
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}
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}
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void UMainMenuWidget::Show(bool fast)
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{
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SetVisibility(ESlateVisibility::Visible);
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@ -18,6 +18,9 @@ class UMainMenuWidget : public UUserWidget
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public:
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virtual bool Initialize() override;
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void UserCall();
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UFUNCTION(BlueprintImplementableEvent)
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void OnUserCall();
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UFUNCTION(BlueprintCallable)
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void Show(bool fast = true);
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UFUNCTION(BlueprintCallable)
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@ -38,4 +41,7 @@ public:
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protected:
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UFUNCTION()
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void Closed();
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private:
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float userCallTimeStamp = 0;
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};
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@ -11,6 +11,7 @@
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#include "CustomGameInstance.h"
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#include "CustomGameSettings.h"
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#include "CustomPlayerController.h"
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#include "Interactable/Interactable.h"
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#include "Interactable/Modificators/InteractableModificator.h"
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#include "Interactable/Modificators/InventoryInteractableModificator.h"
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@ -165,8 +166,24 @@ void UWidgetsManager::RemoveOverlayWidget(UUserWidget* widget)
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void UWidgetsManager::MenuCall()
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{
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mainMenuWidget->UserCall();
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}
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void UWidgetsManager::ShowMainMenu(bool pause)
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{
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if(auto PC = ACustomPlayerController::Get())
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{
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PC->SetShowMouseCursor(true);
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PC->SetInputMode(FInputModeGameAndUI{});
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}
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if(auto p = APlayerBase::Get())
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{
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p->LockPlayer(FPlayerLock::All());
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}
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UGameplayStatics::SetGamePaused(GetWorld(), true);
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mainMenuWidget->Show(pause);
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HideJournal();
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HideCheatMenu();
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@ -174,6 +191,17 @@ void UWidgetsManager::ShowMainMenu(bool pause)
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void UWidgetsManager::HideMainMenu()
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{
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if(auto PC = ACustomPlayerController::Get())
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{
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PC->SetShowMouseCursor(false);
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PC->SetInputMode(FInputModeGameOnly{});
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}
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if(auto p = APlayerBase::Get())
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{
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p->UnlockPlayer(FPlayerLock::All());
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}
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UGameplayStatics::SetGamePaused(GetWorld(), false);
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mainMenuWidget->Hide();
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}
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@ -32,7 +32,10 @@ public:
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UFUNCTION(BlueprintCallable, Category = WidgetsManager)
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void RemoveOverlayWidget(class UUserWidget* widget);
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void MenuCall();
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UFUNCTION(BlueprintCallable, Category = WidgetsManager)
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void ShowMainMenu(bool pause = true);
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UFUNCTION(BlueprintCallable, Category = WidgetsManager)
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void HideMainMenu();
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UFUNCTION(BlueprintCallable, Category = WidgetsManager)
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|
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