Start creating custom state machine asset type
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ec0735ceca
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SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset
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SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset
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SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset
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SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack3.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack3.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack3_New.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack3_New.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack4.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack4.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundLauncher.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundLauncher.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundedState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundedState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHit.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHit.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHitStun.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHitStun.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagIdleState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagIdleState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagReloadState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagReloadState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagRootState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagRootState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset
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SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack3.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack4.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirborneState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirborneState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStab.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStab.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabEnd.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabEnd.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabStart.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabStart.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDead.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDead.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagFiringWeaponState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack1.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack2.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack3.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttacking.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundLauncher.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHit.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHitStun.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagIdleState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagJump.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset
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SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset
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@ -6,6 +6,7 @@
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#include "DrawDebugHelpers.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InputComponent.h"
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#include "Components/SNGCharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Characters/SNGProtagonist.h"
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#include "DrawDebugHelpers.h"
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#include "Animation/AnimInstance.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetSystemLibrary.h"
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// Project Sword & Gun Copyright © 2021 Kevin Poretti
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#include "States/SNGEnemyBaseState.h"
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#include "States/OLD/SNGEnemyBaseState.h"
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void USNGEnemyBaseState::SetOwner(AActor* StateOwner)
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{
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// Project Sword & Gun Copyright © 2021 Kevin Poretti
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#include "States/SNGProtagonistState.h"
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#include "States/OLD/SNGProtagonistState.h"
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void USNGProtagonistState::SetOwner(AActor* StateOwner)
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{
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// Project Sword & Gun Copyright © 2021 Kevin Poretti
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#include "States/SNGState.h"
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#include "States/OLD/SNGState.h"
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USNGState::USNGState()
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{
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SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp
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#include "DrawDebugHelpers.h"
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#include "Characters/SNGCharacterBase_DEPRECATED.h"
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#include "GameFramework/DamageType.h"
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#include "Kismet/GameplayStatics.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "Characters/SNGCharacterBase_DEPRECATED.h"
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#include "GameFramework/DamageType.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "SwordNGun/SwordNGun.h"
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#pragma once
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#include "CoreMinimal.h"
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#include "States/SNGState.h"
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#include "States/OLD/SNGState.h"
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#include "Components/ActorComponent.h"
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#include "Interfaces/SNGEventProcessorInterface.h"
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#include "CoreMinimal.h"
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#include "Characters/SNGEnemyBase.h"
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#include "States/SNGState.h"
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#include "States/OLD/SNGState.h"
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#include "SNGEnemyBaseState.generated.h"
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/**
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#include "CoreMinimal.h"
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#include "Characters/SNGProtagonist.h"
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#include "States/SNGState.h"
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#include "States/OLD/SNGState.h"
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#include "SNGProtagonistState.generated.h"
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/**
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SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h
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@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine",
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"CoreUObject"
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"CoreUObject",
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"UnrealEd"
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]
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}
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],
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