Add readable MVP survival object proxies
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@@ -9,6 +9,7 @@
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#include "AgrarianWildlifeBase.generated.h"
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class AAgrarianGameCharacter;
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class UStaticMeshComponent;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAgrarianWildlifeStateChangedSignature, EAgrarianWildlifeState, NewState);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAgrarianWildlifeHealthChangedSignature, float, Health, float, MaxHealth);
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@@ -30,6 +31,21 @@ public:
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UPROPERTY(BlueprintAssignable, Category = "Agrarian|Wildlife")
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FAgrarianWildlifeHealthChangedSignature OnWildlifeHealthChanged;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeBodyProxy;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeHeadProxy;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeEarProxyA;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeEarProxyB;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeTailProxy;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife")
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FName WildlifeId = TEXT("wildlife");
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