Migrated Telemetry To GameMode
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80912566d3
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@ -70,7 +70,7 @@ bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Levels/TrainingFacility.TrainingFacility
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GameDefaultMap=/Game/Levels/TrainingFacility.TrainingFacility
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/FirstPerson/GunMechanicWorld.GunMechanicWorld_C
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GlobalDefaultGameMode=/Script/EndlessVendetta.EndlessVendettaGameMode
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GlobalDefaultServerGameMode=None
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GlobalDefaultServerGameMode=None
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[/Script/Engine.RendererSettings]
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[/Script/Engine.RendererSettings]
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BIN
EndlessVendetta/Content/BP_Telemetry.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/BP_Telemetry.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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@ -10,6 +10,7 @@
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#include "Perception/AISense_Sight.h"
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#include "Perception/AISense_Sight.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "../Telemetry.h"
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#include "../Telemetry.h"
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#include <EndlessVendetta/EndlessVendettaGameMode.h>
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// Sets default values
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// Sets default values
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@ -99,5 +100,5 @@ void AAICharacter::OnDeath()
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}
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}
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SetLifeSpan(30.0f);
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SetLifeSpan(30.0f);
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Cast<ATelemetry>(GetWorld()->GetGameState())->SendEvent("kill", "");
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("kill", "");
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}
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}
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@ -7,6 +7,7 @@
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/Telemetry.h"
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#include "EndlessVendetta/Telemetry.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/Actor.h"
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#include <EndlessVendetta/EndlessVendettaGameMode.h>
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#include "CheckpointClass.generated.h"
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#include "CheckpointClass.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedCheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedCheckpoint);
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@ -37,7 +38,7 @@ protected:
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void BroadcastCompletion()
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void BroadcastCompletion()
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{
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{
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CompletedCheckpoint.Broadcast();
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CompletedCheckpoint.Broadcast();
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Cast<ATelemetry>(GetWorld()->GetGameState())->SendEvent("Check", CheckpointTip);
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip);
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}
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}
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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@ -14,6 +14,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/MovementComponent.h"
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#include "GameFramework/MovementComponent.h"
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#include "Inventory/InventoryComponent.h"
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#include "Inventory/InventoryComponent.h"
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#include "EndlessVendettaGameMode.h"
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -293,7 +294,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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PrimaryWeapon = nullptr;
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PrimaryWeapon = nullptr;
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bHasRifle = false;
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bHasRifle = false;
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GLog->Log("Primary Weapon Put Away");
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GLog->Log("Primary Weapon Put Away");
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Cast<ATelemetry>(GetWorld()->GetGameState())->SendEvent("DeEquip", "Pri");
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri");
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return;
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return;
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}
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}
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if(bIsWeaponPickedUp)
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if(bIsWeaponPickedUp)
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@ -320,7 +321,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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// bIsPrimaryWeaponCreated = true;
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// bIsPrimaryWeaponCreated = true;
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// }
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// }
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if (!IsValid(PrimaryWeaponActor)) return;
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if (!IsValid(PrimaryWeaponActor)) return;
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Cast<ATelemetry>(GetWorld()->GetGameState())->SendEvent("Equip", "Pri");
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Equip", "Pri");
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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@ -7,6 +7,7 @@
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#include "EndlessVendetta/AI/AIControlHub.h"
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#include "EndlessVendetta/AI/AIControlHub.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/DamageEvents.h"
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#include "Engine/DamageEvents.h"
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#include "Misc/Guid.h"
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AEndlessVendettaGameMode::AEndlessVendettaGameMode() : Super()
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AEndlessVendettaGameMode::AEndlessVendettaGameMode() : Super()
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{
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{
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@ -38,3 +39,26 @@ void AEndlessVendettaGameMode::SetLocalAIAlertLevel(int NewAlertLevel)
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AIControlHub->SetAlertLevel(NewAlertLevel);
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AIControlHub->SetAlertLevel(NewAlertLevel);
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}
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}
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}
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}
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void AEndlessVendettaGameMode::SendEvent(FString EventKey, FString EventData)
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{
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const FString EventID = FGuid::NewGuid().ToString();
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const FString EventTime = FDateTime::Now().ToString();
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const auto Request = FHttpModule::Get().CreateRequest();
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Request->SetURL(TelemetryURLEvents);
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Request->SetVerb("POST");
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Request->SetHeader("Content-Type", "application/json");
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Request->SetHeader("Accept", "application/json");
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Request->SetContentAsString("{\"SessionID\":\"" + SessionID + "\",\"PlayerGUID\":\"" + PlayerGUID + "\",\"EventID\":\"" + EventID + "\",\"Timestamp\":\"" + EventTime + "\",\"EventKey\":\"" + EventKey + "\",\"EventData\":\"" + EventData + "\"}");
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Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr request, FHttpResponsePtr response, bool success)
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{
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GLog->Log("Telemetry Event Response: " + response->GetContentAsString());
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});
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Request->ProcessRequest();
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}
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void AEndlessVendettaGameMode::BeginPlay()
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{
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Super::BeginPlay();
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SessionID = FGuid::NewGuid().ToString().Left(5).ToUpper();
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "GameFramework/GameModeBase.h"
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#include "Http.h"
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#include "EndlessVendettaGameMode.generated.h"
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#include "EndlessVendettaGameMode.generated.h"
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UCLASS(minimalapi)
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UCLASS(minimalapi)
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@ -19,4 +20,18 @@ public:
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UFUNCTION(Exec, Category = ExecFunctions)
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UFUNCTION(Exec, Category = ExecFunctions)
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void SetLocalAIAlertLevel(int NewAlertLevel);
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void SetLocalAIAlertLevel(int NewAlertLevel);
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Telemetry")
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FString TelemetryURLEvents = "https://ev.api.philipwhite.dev/api/event";
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Telemetry")
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FString TelemetryURLUsers = "https://ev.api.philipwhite.dev/api/user";
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Instanced, Category = "Telemetry")
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FString SessionID = "AAAAA";
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Telemetry")
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FString PlayerGUID = "aaaaaaaa-bbbb-cccc-dddd-eeeeeeeeeeee";
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UFUNCTION(BlueprintCallable, Category = "Telemetry")
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void SendEvent(FString EventKey, FString EventData);
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virtual void BeginPlay() override;
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};
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};
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@ -11,6 +11,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/DamageEvents.h"
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#include "Engine/DamageEvents.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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#include <EndlessVendetta/EndlessVendettaGameMode.h>
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// Sets default values
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// Sets default values
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@ -243,7 +244,7 @@ void ABaseWeaponClass::Interact()
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{
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{
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if(!IsValid(this)) return;
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if(!IsValid(this)) return;
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endlessVendettaChar->WeaponSwitcher(this);
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endlessVendettaChar->WeaponSwitcher(this);
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Cast<ATelemetry>(GetWorld()->GetGameState())->SendEvent("pickup", "");
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("pickup", "");
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}
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}
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void ABaseWeaponClass::InteractPrompt()
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void ABaseWeaponClass::InteractPrompt()
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