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Source/Ecsact/Public/EcsactUnreal/EcsactRunnerSubsystem.cpp
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#include "EcsactRunnerSubsystem.h" | ||
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auto UEcsactRunnerSubsystem::RunnerStart_Implementation( | ||
class UEcsactRunner* Runner | ||
) -> void { | ||
} | ||
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auto UEcsactRunnerSubsystem::RunnerStop_Implementation( | ||
class UEcsactRunner* Runner | ||
) -> void { | ||
} |
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#pragma once | ||
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#include "ecsact/runtime/common.h" | ||
#include "EcsactRunnerSubsystem.generated.h" | ||
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UCLASS(Blueprintable) | ||
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class ECSACT_API UEcsactRunnerSubsystem : public UObject { | ||
GENERATED_BODY() // NOLINT | ||
public: | ||
UFUNCTION(BlueprintNativeEvent, Category = "Ecsact Runner") | ||
void RunnerStart(class UEcsactRunner* Runner); | ||
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UFUNCTION(BlueprintNativeEvent, Category = "Ecsact Runner") | ||
void RunnerStop(class UEcsactRunner* Runner); | ||
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virtual auto RunnerStart_Implementation( // | ||
class UEcsactRunner* Runner | ||
) -> void; | ||
virtual auto RunnerStop_Implementation( // | ||
class UEcsactRunner* Runner | ||
) -> void; | ||
}; |
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