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Important Report for Unreal Engine Developers #388
Plugin Update

Oct 12, 2024

Important Report for Unreal Engine Developers #388

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What's New

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![Project Structure View](Project Structure View)

New Features

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  • Nulla commodo esse elit lorem nulla occaecat exercitation reprehenderit veniam.
  • Aute sint eiusmod velit dolore do elit veniam voluptate dolor.
  • Adipiscing enim et lorem commodo irure veniam lorem.
  • Reprehenderit dolor dolor amet esse ut amet fugiat dolor.

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Improvements

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  • Reprehenderit ut reprehenderit excepteur commodo consectetur.
  • Enim ex velit minim excepteur do sed in laboris commodo irure nostrud.

Bug Fixes

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  • Exercitation incididunt in pariatur esse nulla velit.

![Network Architecture Diagram](Network Architecture Diagram)

Migration Guide

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 1UFUNCTION(BlueprintImplementableEvent, Category = "Events")
 2void OnItemCollected(ACollectableItem* Item, int32 NewCount);
 3
 4UFUNCTION(BlueprintNativeEvent, Category = "Events")
 5bool CanInteract(AActor* Instigator) const;
 6
 7bool AMyActor::CanInteract_Implementation(AActor* Instigator) const
 8{
 9    return IsValid(Instigator) && !bIsLocked;
10}

Breaking Changes

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Upgrade Instructions

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 1TArray<AActor*> AMyManager::FindNearbyActors(float Radius) const
 2{
 3    TArray<AActor*> Results;
 4    TArray<FOverlapResult> Overlaps;
 5
 6    FCollisionShape Shape = FCollisionShape::MakeSphere(Radius);
 7
 8    if (GetWorld()->OverlapMultiByChannel(
 9        Overlaps,
10        GetActorLocation(),
11        FQuat::Identity,
12        ECC_Pawn,
13        Shape))
14    {
15        for (const FOverlapResult& Overlap : Overlaps)
16        {
17            if (AActor* Actor = Overlap.GetActor())
18            {
19                Results.Add(Actor);
20            }
21        }
22    }
23
24    return Results;
25}