change the ufunction specifier for sgpawn blueprint implementable events to blueprint native event in order to allow overrides from c++ as well
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@@ -613,6 +613,30 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
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RightHandTouchState = FSGTouchState(HandRight, nullptr, nullptr, nullptr, nullptr, nullptr);
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}
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void ASGPawn::OnGrabStateUpdated_Implementation(const FSGGrabState& GrabState)
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{
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}
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void ASGPawn::OnTouchStateUpdated_Implementation(const FSGTouchState& TouchState)
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{
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}
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void ASGPawn::OnActorGrabbed_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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}
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void ASGPawn::OnActorReleased_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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}
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void ASGPawn::OnActorBeginTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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}
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void ASGPawn::OnActorEndTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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}
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void ASGPawn::BeginPlay()
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{
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Super::BeginPlay();
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@@ -215,22 +215,22 @@ private:
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TArray<const AActor*> RightHandOverlappedActors;
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protected:
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnGrabStateUpdated(const FSGGrabState& GrabState);
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnTouchStateUpdated(const FSGTouchState& TouchState);
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnActorGrabbed(const USGVirtualHandComponent* Hand, const AActor* Actor);
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnActorReleased(const USGVirtualHandComponent* Hand, const AActor* Actor);
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnActorBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
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UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
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UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
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void OnActorEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
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public:
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