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Unreal-MechanicalWave/Content/Blueprints/BP_Camera.uasset

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2021-11-20 19:00:27 +08:00
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Blueprint93 BlueprintGeneratedClass)<29>p-BlueprintGuid<00>UBlueprintInternalUseOnly<00><><EFBFBD>QBlueprintSystemVersion<00>t +BlueprintType <11><> BoolProperty<04><>bOverrideFunction<10><>[
BP_Camera<1C><><EFBFBD> BP_Camera_C<00><><EFBFBD><EFBFBD>bVisualizeComponent<00><>6<EFBFBD> ByteProperty<00>N-<2D>Camera<00><><EFBFBD><EFBFBD>Camera_GEN_VARIABLE<00><><EFBFBD><EFBFBD>CameraComponentgy<67><79> Category<00>~<7E><> CategoryName<00>6X CategorySorting<1E>Classtwx<77>Comment<00><19><>ComponentClass1<><31>UComponentTemplateԪ"<22>Default<00><>o>Default__BP_Camera_C<00>֥<EFBFBD>Default__Pawn<05>E]DefaultGraphNode<00><><EFBFBD>vDefaultSceneRoot<00><><EFBFBD>DefaultSceneRoot_GEN_VARIABLE<00>~<7E>HDefaultSceneRootNode:P<><50> delegate<00><><EFBFBD><EFBFBD> DeltaSeconds<00>T{ DisplayNamez<><7A>BECameraProjectionMode<00>ڐ>$ECameraProjectionMode::Orthographic+<2B>p<EFBFBD>EdGrapho<>]EdGraphSchema_K2<00><><EFBFBD> EditedDocumentInfo<00>_<10>EditedObjectPath<00>A<EFBFBD><41> EnabledState<00>%N<>ENodeEnabledState<00>@<40><>ENodeEnabledState::Disabled<00><><EFBFBD><EFBFBD> EnumPropertyQם@ Event Graph<00><><1F> EventGraph]<5D>]EventReference<00><><EFBFBD><EFBFBD>exec|<7C><>floaty<><79>FloatProperty<00><><EFBFBD><EFBFBD>FunctionGraphsD)(=FunctionReference<00>Z<EFBFBD>GameK%<25><>GeneratedClass<00>XT
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RootNodes GWSavedViewOffset|<7C><>DSavedZoomAmount_<16><>SceneComponentHd_SceneThumbnailInfo"<22><06>Schema<00><><EFBFBD>w SCS_Node1<><31><EFBFBD>SimpleConstructionScript+R SoftObjectPath<>ۡ StrProperty;<3B>r$StructProperty0<00><> TextProperty<00>:t<>then<00><>ҀThumbnailInfo<00>L3<4C>ToolTip<00><><07>UbergraphPages#<23>3UserConstructionScriptM<>` VariableGuid<00><>~<7E> Vector2DU0l  <00><><EFBFBD><EFBFBD>1 <00><><EFBFBD><EFBFBD>G <00><><EFBFBD><EFBFBD>H <00><><EFBFBD><EFBFBD>M <00><><EFBFBD><EFBFBD>U <00><><EFBFBD><EFBFBD>W <00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD>0 <00><><EFBFBD><EFBFBD>_ <00><><EFBFBD><EFBFBD>g <00><><EFBFBD><EFBFBD>j <00><><EFBFBD><EFBFBD>k <00><><EFBFBD><EFBFBD>h[[[[_<00><><EFBFBD><EFBFBD>&<00><><EFBFBD><EFBFBD>%c7<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> m<00>7<00><><EFBFBD><EFBFBD>%11<00>7<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD> 5&8<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>)R[;<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>9<00><00>;<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>t<00>b<<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>G$=<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>G3@<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>GOD<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>H<00>dH<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>]:<00>I<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>))&"Q<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>h HQ<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>j<00>TQ<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>j<00>:R<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>k{ S<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>
  
  
Blueprint
BP_Camera<00>
BP_Camera
BlueprintBlueprintTypeBPTYPE_NormalImplementedInterfacesBlueprintPath
BP_CameraGeneratedClass@BlueprintGeneratedClass'/Game/Blueprints/BP_Camera.BP_Camera_C' ParentClassClass'/Script/Engine.Pawn'NativeParentClassClass'/Script/Engine.Pawn'NumReplicatedProperties0BlueprintDescriptionBlueprintDisplayName ClassFlags 12847120 IsDataOnlyFalseFiBDatah<><68><EFBFBD><00> 5 GjoeJoCmvfqsjouNbobhfs Qspqfsujft Qspqfsujft GjoeJoCmvfqsjouNbobhfsVcfsVcfs GjoeJoCmvfqsjouNbobhfsObnfObnf LjtnfuTdifnbHsbqiEjtqmbzObnf`FwfouHsbqi FwfouHsbqi GjoeJoCmvfqsjouNbobhfs Eftdsjqujpo Eftdsjqujpo  CmvfqsjouOpHsbqiUppmujq)Opof* GjoeJoCmvfqsjouNbobhfsOpeftOpeft L3Opef Fwfou`ObnfFwfou!|GvodujpoObnf~GvodujpoObnfVPckfduEjtqmbzObnftBdups;SfdfjwfCfhjoQmbz CfhjoQmbz  GjoeJoCmvfqsjouNbobhfs DmbttObnf DmbttObnf
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Drag off pins to build functionality.QnC=<3D><<3C><><EFBFBD><EFBFBD>D<EFBFBD>s<EFBFBD><73><EFBFBD><EFBFBD>7<EFBFBD>T<00>iqk<71><6B>I<EFBFBD>;<3B>w<1D><><00>iqk<71><6B>I<EFBFBD>;<3B>w<1D><>Z<00>+T<00><><EFBFBD><EFBFBD>b<00><00><>QB<51>}D<>=<0F>J<EFBFBD><4A>|<00><>QB<51>}D<>=<0F>J<EFBFBD><4A>|p<00>;TT<00>:nFLKW<00><><EFBFBD><EFBFBD>JOaTRF<00>4756  PmXTThis node is disabled and will not be called.
Drag off pins to build functionality.QnC񑤜b:O<><4F><EFBFBD><EFBFBD><19><>T .<2E>[<5B>@<40><><10>+OO .<2E>[<5B>@<40><><10>+OOZ<00>+T<00><><EFBFBD><EFBFBD>a<00> 򆆂޸<F2868682>M<EFBFBD><4D>ݘL]<5D>] 򆆂޸<F2868682>M<EFBFBD><4D>ݘL]<5D>]p<00>;TT<00> <00>h@<40><>;L<><4C> <0A><>֝<EFBFBD> <00>h@<40><>;L<><4C> <0A><>֝<EFBFBD>Y<00>#Other Actor
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Float<TT0.00.0<00>?nFLKW<00><><EFBFBD><EFBFBD>JOtTQnC<00><>Cf<01><>B<EFBFBD>n<EFBFBD><6E><1F>!7T <00><>w<EFBFBD>X<EFBFBD>uC<75>C <20><48> <00><>w<EFBFBD>X<EFBFBD>uC<75>C <20><48>p<00>;TT<00>T trueD NavigationDefaulttrueD Navigation!./** Event when play begins for this actor. */-
BeginPlayNClasses/GameFramework/Actor.hr'Event when play begins for this actor.
Collision!V/**
* Event when this actor overlaps another actor, for example a player walking into a trigger.
* For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.
* @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
*/-ActorBeginOverlapNClasses/GameFramework/Actor.hr@Event when this actor overlaps another actor, for example a player walking into a trigger.
For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.
@note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.!7/** Event called every frame, if ticking is enabled */-TickNClasses/GameFramework/Actor.hr0Event called every frame, if ticking is enabledDefaulttrue!<00>/**
* Construction script, the place to spawn components and do other setup.
* @note Name used in CreateBlueprint function
*/-Construction ScriptNClasses/GameFramework/Actor.hrsConstruction script, the place to spawn components and do other setup.
@note Name used in CreateBlueprint function'true 'true
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