Initialize input buffer structs properly
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				@ -35,6 +35,14 @@ struct FFFInputState
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	UPROPERTY(EditAnywhere, Meta = (Bitmask))
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						UPROPERTY(EditAnywhere, Meta = (Bitmask))
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	int32		Buttons;
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						int32		Buttons;
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	int32		DisabledButtons;
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						int32		DisabledButtons;
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						FFFInputState()
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						    : MoveAxes(FVector2D::ZeroVector)
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						    , LookAxes(FVector2D::ZeroVector)
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						    , Buttons(0)
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						    , DisabledButtons(0)
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						{
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						}
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};
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					};
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USTRUCT(BlueprintType)
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					USTRUCT(BlueprintType)
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@ -49,6 +57,12 @@ struct FFFInputCondition
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	// The button state required for condition to be valid i.e. pressed or released
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						// The button state required for condition to be valid i.e. pressed or released
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	UPROPERTY(EditAnywhere)
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						UPROPERTY(EditAnywhere)
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	EFFButtonState RequiredButtonState;
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						EFFButtonState RequiredButtonState;
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						FFFInputCondition()
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					        : RequiredButtons(0)
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					        , RequiredButtonState(EFFButtonState::BTNS_Pressed)
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						{
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						}
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};
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					};
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USTRUCT(BlueprintType)
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					USTRUCT(BlueprintType)
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@ -61,6 +75,11 @@ struct FFFInputSequence
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	UPROPERTY(EditAnywhere)
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						UPROPERTY(EditAnywhere)
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	int32 MaxDuration;
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						int32 MaxDuration;
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						FFFInputSequence()
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						    : MaxDuration(0)
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					    {
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						}
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};
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					};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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					UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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