Add resource node persistence
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@@ -46,6 +46,21 @@ struct FAgrarianSavedWorldActor
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TMap<FName, float> NumberState;
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};
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USTRUCT(BlueprintType)
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struct FAgrarianSavedResourceNode
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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FName ResourceNodeId = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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int32 RemainingHarvests = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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bool bRespawnsForMvp = false;
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};
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UCLASS()
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class UAgrarianSaveGame : public USaveGame
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{
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@@ -72,4 +87,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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TArray<FAgrarianSavedWorldActor> WorldActors;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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TArray<FAgrarianSavedResourceNode> ResourceNodes;
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};
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