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DedicatedServerCourse/Content/Blueprints/UI/BP_ShooterHUD.uasset

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2026-02-24 22:47:18 -05:00
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?t<>πD<CF80>C<EFBFBD><14><>s %B^<5E><>FM<46>$<24><><12>yd<>3<00>h<EFBFBD><68><EFBFBD>B<EFBFBD><42> <0B>1<EFBFBD>A<EFBFBD>F.(hc<08>XL#kp9<><39>^& B"/Game/Blueprints/UI/BP_ShooterHUDss !8B5C833ABD9887690E0ED72CDF31ACF7<00> ~^ .<00><00><00><00><>ײmR<6D>G<EFBFBD><47>G.<10><><EFBFBD>b<><11><1C>I<EFBFBD><49>f<EFBFBD><66>fk<66> sJ<>++UE5+Release-5.4W4<57>++UE5+Release-5.4#<<11>^<00><><EFBFBD><EFBFBD>BY ^"/Game/Blueprints/UI/BP_ShooterHUDŐ<><C590>/Script/CoreUObject<00>I->/Script/Engine<00>@<40>I AllNodes<00><15>BArrayPropertyI<><49>ibAllowDeletion<00><><0E>bCommentBubblePinnedq.%LbCommentBubbleVisibleQ$<<bLegacyNeedToPurgeSkelRefs<00><>\;BlueprintGuid<00>UBlueprintInternalUseOnly<00><><EFBFBD>QBlueprintSystemVersion<00>t +BlueprintType <11><> BoolProperty<04><>bOverrideFunction<10><>[BP_ShooterHUD~<7E><><EFBFBD>bVisualizeComponent<00><>6<EFBFBD> ByteProperty<00>N-<2D> Category<00>~<7E><> CategoryName<00>6X CategorySorting<1E>Comment<00><19><>ComponentClass1<><31>UComponentTemplateԪ"<22>Default<00><>o>DefaultGraphNode<00><><EFBFBD>vDefaultSceneRoot<00><><EFBFBD>DefaultSceneRootNode:P<><50> delegate<00><><EFBFBD><EFBFBD> DeltaSeconds<00>T{ DisplayNamez<><7A>BEditedDocumentInfo<00>_<10>EditedObjectPath<00>A<EFBFBD><41> EnabledState<00>%N<>ENodeEnabledState<00>@<40><>ENodeEnabledState::Disabled<00><><EFBFBD><EFBFBD> EnumPropertyQם@ Event Graph<00><><1F>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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<EFBFBD> IntProperty<00><>6JLastEditedDocuments <02> MemberName<00><1F><> MemberParent~<7E>}<MemberReference~<7E><>?ModuleRelativePathp"<22>a NameProperty<00><>J NodeComment`$_<> NodeGuidѬ<04> NodePosYrF<72>eNodes<00><><EFBFBD>lNone<00><03> objecteK<65><4B>ObjectProperty<41> OtherActor<00><>[<5B>OutputDelegate m<>MPackageLocalizationNamespacety<74> ParentClassݥ[realVɩ.ReceiveActorBeginOverlap<00><>q<EFBFBD>ReceiveBeginPlay<00>}b<> ReceiveTickKQ<4B><51>
RootNodes GWSavedViewOffset|<7C><>DSavedZoomAmount_<16><>Schema<00><><EFBFBD>wShooterOverlayClass+<2B>z`ShowCategories<00>-<2D>SimpleConstructionScript+R SoftObjectPath<>ۡ StrProperty;<3B>r$StructProperty0<00><> TextProperty<00>:t<>then<00><>ҀToolTip<00><><07>UbergraphPages#<23>3UserConstructionScriptM<>` VariableGuid<00><>~<7E> Vector2DU0l '/Game/Blueprints/UI/WBP_ShooterOverlayTj~/Script/BlueprintGraph<00><>|D/Script/FPSTemplater.<2E> /Script/UMG6]<5D> Actor-<2D>#Y
Blueprint93 BlueprintGeneratedClass)<29>p-BP_ShooterHUD_C<00>f<EFBFBD><66>Classtwx<77>Default__BP_ShooterHUD_C<00>%<25>Default__ShooterHUD aJGDefaultSceneRoot_GEN_VARIABLE<00>~<7E>HEdGrapho<>]EdGraphSchema_K2<00><><EFBFBD> EventGraph]<5D>] K2Node_Events<>ZK2Node_FunctionEntry<00><>* MetaData<>ObjecteK<65>PackagesG<73>PackageMetaData<00>,<2C>eSceneComponentHd_ SCS_Node1<><31><EFBFBD> ShooterHUD;<3B>gdWBP_ShooterOverlay_C<00>\<5C>#WidgetBlueprintGeneratedClassUserConstructionScript EventGraphSCSDefaultDefaulte/Game/Blueprints/UI/BP_ShooterHUD.BP_ShooterHUD_C:SimpleConstructionScript_0.SCS_Node_0.CategoryNamea<00><><EFBFBD><EFBFBD>f=a<00><><EFBFBD><EFBFBD>h=a<00><><EFBFBD><EFBFBD>i=a<00><><EFBFBD><EFBFBD>j=a<00><><EFBFBD><EFBFBD>k=a<00><><EFBFBD><EFBFBD>]=a<00><><EFBFBD><EFBFBD>^=a<00><><EFBFBD><EFBFBD>_=a<00><><EFBFBD><EFBFBD>e=a<00><><EFBFBD><EFBFBD>n=a<00><><EFBFBD><EFBFBD>o=a<00><><EFBFBD><EFBFBD>N=a<00><><EFBFBD><EFBFBD>p=lY=lZ=l=l=l[=[p<00><><EFBFBD><EFBFBD>c=\r<00><><EFBFBD><EFBFBD>q=<00><><EFBFBD><EFBFBD> <00>B<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>` <00><00>D<00><><EFBFBD><EFBFBD>&b1*<00>E<00><><EFBFBD><EFBFBD>&<00><><EFBFBD><EFBFBD>g<00><00>E<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>V<00><00>F<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>hV?G<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>hZ<00>J<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>hf<00>N<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>i<00>US<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>m<00><00>T<00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD>d)*s\<00><><EFBFBD><EFBFBD>"<00><><EFBFBD><EFBFBD> o<00><00>\<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>N<00><00>]<00><><EFBFBD><EFBFBD><00>  
BlueprintBP_ShooterHUD<00>BlueprintGeneratedClassBP_ShooterHUD_C<00><00>ABP_ShooterHUD/Script/Engine.BlueprintActorMetaDataBAAAAIHVfWmrQU/m7FFKqii2t753AAAAtwZMW/hKYyRwv1uA3dD1zQwAAACGGB1ghE9krN7TFqrWx+oNhgAAAEJem9hGTb0kqKwShHkXZN8zAAAAAQAAACIAAAAvR2FtZS9CbHVlcHJpbnRzL1VJL0JQX1Nob290ZXJIVUQAEAAAAEJQX1Nob290ZXJIVURfQwAUAAAAL1NjcmlwdC9GUFNUZW1wbGF0ZQALAAAAU2hvb3RlckhVRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAActorMetaDataClass/Script/FPSTemplate.ShooterHUDBlueprintCategoryBlueprintComponents1BlueprintDescriptionBlueprintDisplayNameBlueprintNamespaceBlueprintPathBP_ShooterHUDBlueprintTypeBPTYPE_Normal ClassFlags 12847628FiBData!<21><><EFBFBD><00>= GjoeJoCmvfqsjouNbobhfs Qspqfsujft Qspqfsujft GjoeJoCmvfqsjouNbobhfsVcfsVcfs GjoeJoCmvfqsjouNbobhfsObnfObnf LjtnfuTdifnbHsbqiEjtqmbzObnf`FwfouHsbqi FwfouHsbqi GjoeJoCmvfqsjouNbobhfs Eftdsjqujpo Eftdsjqujpo  CmvfqsjouOpHsbqiUppmujq)Opof* GjoeJoCmvfqsjouNbobhfsOpeftOpeft L3Opef Fwfou`ObnfFwfou!|GvodujpoObnf~GvodujpoObnfVPckfduEjtqmbzObnftBdups;SfdfjwfCfhjoQmbz CfhjoQmbz  GjoeJoCmvfqsjouNbobhfs DmbttObnf DmbttObnf
L3Opef`Fwfou  GjoeJoCmvfqsjouNbobhfs
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<EFBFBD><00><><EFBFBD><EFBFBD>,=L?<00><><EFBFBD><EFBFBD>=K?<00><><EFBFBD><EFBFBD><? .Q/<08><>x<EFBFBD><78> [E<>_<EFBFBD><5F><EFBFBD>,<2C><>=K?<00><><EFBFBD><EFBFBD><?  .Q/]<1E><><EFBFBD>[*L<>7OJ<4F><4A><EFBFBD><EFBFBD>=&Q6F5?<00><><EFBFBD><EFBFBD>48F= !$"#  9PXTThis node is disabled and will not be called.
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Actor Object Reference>=<00><><EFBFBD><EFBFBD>=<00>&Q6F5?<00><><EFBFBD><EFBFBD>48G= ;2<00>!$"#  9PXTThis node is disabled and will not be called.
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trueM"Input|MouseInput Input|TouchInput true0"Rendering Actor Input ReplicationM"Input|MouseInput Input|TouchInput true0"Rendering Actor Input Replicationtruetruetrue./** Event when play begins for this actor. */
BeginPlay7Classes/GameFramework/Actor.hT'Event when play begins for this actor.
CollisionV/**
* 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.
*/ActorBeginOverlap7Classes/GameFramework/Actor.hT@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 */Tick7Classes/GameFramework/Actor.hT0Event called every frame, if ticking is enabled
true<00>/**
* Construction script, the place to spawn components and do other setup.
* @note Name used in CreateBlueprint function
*/Construction Script7Classes/GameFramework/Actor.hTsConstruction script, the place to spawn components and do other setup.
@note Name used in CreateBlueprint functionB!8B5C833ABD9887690E0ED72CDF31ACF7 =?<00><><EFBFBD><EFBFBD>? R%SCSDefaultDefaultWQ/<1E><><EFBFBD>M<EFBFBD><4D>K<EFBFBD><4B>5<EFBFBD>)<29><>)18=H? ? ? =<00><>*<2A><><EFBFBD><EFBFBD><EFBFBD>.;<3B><>v<>8Qʿ)0<00><>*<2A>