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				https://github.com/kevinporetti/UnrealImGui.git
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	Fixed a few errors and warnings on PS4 and XBox platforms.
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				@ -9,6 +9,12 @@
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//
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					//
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// We don't need to define IMGUI_API manually because it is already done for this module.
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					// We don't need to define IMGUI_API manually because it is already done for this module.
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					#if PLATFORM_XBOXONE
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					// Disable Win32 functions used in ImGui and not supported on XBox.
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					#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
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					#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
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					#endif // PLATFORM_XBOXONE
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#if PLATFORM_WINDOWS
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					#if PLATFORM_WINDOWS
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#include <AllowWindowsPlatformTypes.h>
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					#include <AllowWindowsPlatformTypes.h>
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#endif // PLATFORM_WINDOWS
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					#endif // PLATFORM_WINDOWS
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@ -151,17 +151,17 @@ void FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient* GameViewport)
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	// This makes sure that context for this world is created.
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						// This makes sure that context for this world is created.
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	auto& Proxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld());
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						auto& Proxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld());
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	TSharedPtr<SImGuiWidget> Widget;
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						TSharedPtr<SImGuiWidget> SharedWidget;
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	SAssignNew(Widget, SImGuiWidget).ModuleManager(this).GameViewport(GameViewport)
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						SAssignNew(SharedWidget, SImGuiWidget).ModuleManager(this).GameViewport(GameViewport)
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		.ContextIndex(Utilities::GetWorldContextIndex(GameViewport));
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							.ContextIndex(Utilities::GetWorldContextIndex(GameViewport));
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	if (TWeakPtr<SImGuiWidget>* Slot = Widgets.FindByPredicate([](auto& Widget) { return !Widget.IsValid(); }))
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						if (TWeakPtr<SImGuiWidget>* Slot = Widgets.FindByPredicate([](auto& Widget) { return !Widget.IsValid(); }))
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	{
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						{
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		*Slot = Widget;
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							*Slot = SharedWidget;
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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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		Widgets.Emplace(Widget);
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							Widgets.Emplace(SharedWidget);
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	}
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						}
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}
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					}
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@ -10,6 +10,11 @@
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namespace Utilities
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					namespace Utilities
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{
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					{
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						FORCEINLINE const FWorldContext* GetWorldContext(const UGameInstance& GameInstance)
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						{
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							return GameInstance.GetWorldContext();
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						}
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	template<typename T>
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						template<typename T>
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	FORCEINLINE const FWorldContext* GetWorldContext(const TWeakObjectPtr<T>& Obj)
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						FORCEINLINE const FWorldContext* GetWorldContext(const TWeakObjectPtr<T>& Obj)
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	{
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						{
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@ -22,11 +27,6 @@ namespace Utilities
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		return Obj ? GetWorldContext(*Obj) : nullptr;
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							return Obj ? GetWorldContext(*Obj) : nullptr;
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	}
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						}
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	FORCEINLINE const FWorldContext* GetWorldContext(const UGameInstance& GameInstance)
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	{
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		return GameInstance.GetWorldContext();
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	}
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	FORCEINLINE const FWorldContext* GetWorldContext(const UGameViewportClient& GameViewportClient)
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						FORCEINLINE const FWorldContext* GetWorldContext(const UGameViewportClient& GameViewportClient)
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	{
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						{
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		return GetWorldContext(GameViewportClient.GetGameInstance());
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							return GetWorldContext(GameViewportClient.GetGameInstance());
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