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UE5.1 Feature: UE_INLINE_GENERATED_CPP_BY_NAME
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lucoiso committed Feb 8, 2023
1 parent 56ecd9d commit 9112e55
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#include "LogElementusInventory.h"
#include <Net/UnrealNetwork.h>

#ifdef UE_INLINE_GENERATED_CPP_BY_NAME
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElementusInventoryPackage)
#endif

AElementusInventoryPackage::AElementusInventoryPackage(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer), bDestroyWhenInventoryIsEmpty(false)
{
bNetStartup = false;
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#include <GameFramework/Actor.h>
#include <Net/UnrealNetwork.h>

#ifdef UE_INLINE_GENERATED_CPP_BY_NAME
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElementusInventoryComponent)
#endif

UElementusInventoryComponent::UElementusInventoryComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer), CurrentWeight(0.f), MaxWeight(0.f), MaxNumItems(0)
{
PrimaryComponentTick.bCanEverTick = false;
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#include "Management/ElementusInventoryData.h"

#ifdef UE_INLINE_GENERATED_CPP_BY_NAME
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElementusInventoryData)
#endif

UElementusItemData::UElementusItemData(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
}
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#include "LogElementusInventory.h"
#include <Engine/AssetManager.h>

#ifdef UE_INLINE_GENERATED_CPP_BY_NAME
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElementusInventoryFunctions)
#endif

void UElementusInventoryFunctions::UnloadAllElementusItems()
{
if (UAssetManager* const AssetManager = UAssetManager::GetIfValid())
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