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| #pragma once
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| #include "GameFeatureStateChangeObserver.h"
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| #include "GameFeaturesProjectPolicies.h"
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| #include "LyraGameFeaturePolicy.generated.h"
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| class FName;
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| class UGameFeatureData;
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| struct FPrimaryAssetId;
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| UCLASS(MinimalAPI, Config = Game)
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| class ULyraGameFeaturePolicy : public UDefaultGameFeaturesProjectPolicies
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| {
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| GENERATED_BODY()
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| public:
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| LYRAGAME_API static ULyraGameFeaturePolicy& Get();
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| ULyraGameFeaturePolicy(const FObjectInitializer& ObjectInitializer);
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| virtual void InitGameFeatureManager() override;
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| virtual void ShutdownGameFeatureManager() override;
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| virtual TArray<FPrimaryAssetId> GetPreloadAssetListForGameFeature(const UGameFeatureData* GameFeatureToLoad, bool bIncludeLoadedAssets = false) const override;
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| virtual bool IsPluginAllowed(const FString& PluginURL, FString* OutReason) const override;
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| virtual const TArray<FName> GetPreloadBundleStateForGameFeature() const override;
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| virtual void GetGameFeatureLoadingMode(bool& bLoadClientData, bool& bLoadServerData) const override;
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| private:
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| UPROPERTY(Transient)
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| TArray<TObjectPtr<UObject>> Observers;
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| };
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| UCLASS()
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| class ULyraGameFeature_HotfixManager : public UObject, public IGameFeatureStateChangeObserver
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| {
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| GENERATED_BODY()
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| public:
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| virtual void OnGameFeatureLoading(const UGameFeatureData* GameFeatureData, const FString& PluginURL) override;
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| };
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| UCLASS()
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| class ULyraGameFeature_AddGameplayCuePaths : public UObject, public IGameFeatureStateChangeObserver
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| {
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| GENERATED_BODY()
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| public:
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| virtual void OnGameFeatureRegistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) override;
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| virtual void OnGameFeatureUnregistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) override;
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| };
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