Fixed compilation error
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46247b0da4
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Content/Legumix/MainMenu/UI/WBP_MainMenu.uasset
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Content/Legumix/MainMenu/UI/WBP_MainMenu.uasset
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@ -28,15 +28,15 @@ void ULMGameInstance::AsyncSaveSettings()
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UGameplayStatics::AsyncSaveGameToSlot(SaveGame, SaveGameSlot, UserIndex, SavedDelegate);
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UGameplayStatics::AsyncSaveGameToSlot(SaveGame, SaveGameSlot, UserIndex, SavedDelegate);
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}
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}
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void ULMGameInstance::SettingsSaved_Implementation(const FString& SlotName, const int32 UserIndex, bool bSuccess)
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void ULMGameInstance::SettingsSaved_Implementation(const FString& SlotName, const int32 Index, bool bSuccess)
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{
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{
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if (!bSuccess)
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if (!bSuccess)
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{
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{
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UE_LOG(LogTemp, Error, TEXT("Failed to save game settings %s with user %i."), *SlotName, UserIndex);
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UE_LOG(LogTemp, Error, TEXT("Failed to save game settings %s with user %i."), *SlotName, Index);
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}
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}
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else
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else
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Successfully saved game settings %s for user %i"), *SlotName, UserIndex);
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UE_LOG(LogTemp, Display, TEXT("Successfully saved game settings %s for user %i"), *SlotName, Index);
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}
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}
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}
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}
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@ -30,11 +30,11 @@ public:
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/**
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/**
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* Callback called when a save is finalized.
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* Callback called when a save is finalized.
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* @param SlotName The slot that was saved.
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* @param SlotName The slot that was saved.
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* @param UserIndex The user index assigned to the slot.
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* @param Index The user index assigned to the slot.
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* @param bSuccess Whether the save succeeded or not.
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* @param bSuccess Whether the save succeeded or not.
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*/
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*/
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UFUNCTION(BlueprintNativeEvent, Category=Legumix)
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UFUNCTION(BlueprintNativeEvent, Category=Legumix)
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void SettingsSaved(const FString& SlotName, int32 UserIndex, bool bSuccess);
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void SettingsSaved(const FString& SlotName, int32 Index, bool bSuccess);
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/**
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/**
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* Load the save settings.
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* Load the save settings.
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@ -13,4 +13,18 @@ UCLASS()
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class LEGUMEMIX_API ULMSaveGame : public USaveGame
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class LEGUMEMIX_API ULMSaveGame : public USaveGame
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Legumix|Graphics")
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FVector2D ScreenResolution;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Legumix|Audio")
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int MasterAudio;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Legumix|Audio")
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int MusicAudio;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Legumix|Audio")
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int FxAudio;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Legumix|Controls")
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float MouseSensitivity;
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};
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};
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