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We need to implement GetWorld() so that blueprint functions which use a hidden WorldContextObject* will work properly. |
EnvironmentQuery/Contexts/EnvQueryContext_BlueprintBase.h |
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EnvironmentQuery/Contexts/EnvQueryContext_BlueprintBase.h |
- BlueprintImplementableEvent
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void ProvideLocationsSet
(
UObject* QuerierObject,
AActor* QuerierActor,
TArray< FVector >& ResultingLocationSet
) const
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EnvironmentQuery/Contexts/EnvQueryContext_BlueprintBase.h |
- BlueprintImplementableEvent
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void ProvideSingleActor
(
UObject* QuerierObject,
AActor* QuerierActor,
AActor*& ResultingActor
) const
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EnvironmentQuery/Contexts/EnvQueryContext_BlueprintBase.h |
- BlueprintImplementableEvent
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void ProvideSingleLocation
(
UObject* QuerierObject,
AActor* QuerierActor,
FVector& ResultingLocation
) const
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EnvironmentQuery/Contexts/EnvQueryContext_BlueprintBase.h |
- BlueprintImplementableEvent
|