fix build issues with run uat in order to adhere to the unreal engine market place guidelines
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@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGFloatArray
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
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TArray<float> FloatArray;
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};
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@@ -47,6 +47,6 @@ struct SENSEGLOVECORE_API FSGInterpolationSetArray
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
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TArray<USGInterpolationSet*> InterpolationSetArray;
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};
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@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGQuatArray
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
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TArray<FQuat> QuatArray;
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};
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@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGVectorArray
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
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TArray<FVector> VectorArray;
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};
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@@ -37,6 +37,7 @@
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#include "Containers/Array.h"
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#include "HAL/Platform.h"
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#include "Templates/SubclassOf.h"
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#include "SGKismet/SGBlueprintFunctionLibrary.h"
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#include "SGTypes/SGCoreTypes.h"
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@@ -45,11 +45,9 @@ public class SenseGloveEditor : ModuleRules
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"AssetTools",
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"Core",
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"CoreUObject",
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"Engine",
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"UnrealEd",
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}
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);
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@@ -57,6 +55,7 @@ public class SenseGloveEditor : ModuleRules
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"AssetTools",
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"UnrealEd",
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}
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);
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