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…to GPU format, verify the input transforms`: moved few out-of-world actors to the world origin; removed all corrupted WP-actors never referenced on level, but existed in version control
…_InvalidAuth` - disabled Fab plugin by default
…string literal has no effect and is incompatible with c++2c`
…kage...` - restored missing actor package
…s with zero byte; invalid or corrupt compressed stream' - enabled SM5 and SM6 in Linux platform settings
…dPackage_227 not cleaned up by GC! However it's not referenced by any object. It may have a flag set that's preventing it from being destroyed`: reset `Animation Mode` to default of the SteelMan preview actor
…er.cpp potentially uninitialized local variable 'Color' used`
…e) directly in the Class Defaults for each Generated Map instance. Previously, these settings were only populated in the Data Asset
…e bomb, e.g: to record the score; formatted sections in header
…illed anyone else before dying
… to move them to the end of Class Defaults
…ed to always attempt clear previous renders before spawn new
…ation conditions for inherited properties in reused actors
…: cleanup unique net id to replicate the change properly, since player state is reused
… before: always save to config the default nickname as well
… the level: save config only on first launch
…Powerups widget to own Widget Blueprint, so it is also displayed in Menu
…vel; Renamed `FBmrPowerUp` to `FBmrPowerUpsContainer` to better reflect it contains multiple items at once
…tracted powerup widget to own blueprint
…ame of world initialization: provided world context to the getter
…fast boot before transitioning to the gameplay level
…oved nickname-related logic to own component; Added background image to nickname by default, including 2D-Menu
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