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InventoryProject/Content/Variant_SideScrolling/Blueprints/BP_SideScrollingCameraManager.uasset

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Blueprint93 BlueprintGeneratedClass)<29>p-Classtwx<77>)Default__BP_SideScrollingCameraManager_C<00><>6T$Default__SideScrollingCameraManager<00>Q-<2D>DefaultSceneRoot_GEN_VARIABLE<00>~<7E>HEdGrapho<>]EdGraphSchema_K2<00><><EFBFBD> EventGraph]<5D>] K2Node_Events<>ZK2Node_FunctionEntry<00><>*ObjecteK<65>PackagesG<73>SceneComponentHd_ SCS_Node1<><31><EFBFBD>SideScrollingCameraManager.<2E>l<EFBFBD>TransformComponent0<00><><EFBFBD>,SimpleConstructionScript_0UserConstructionScript
EventGraph-UserConstructionScript.K2Node_FunctionEntry_0OReceiveBeginPlayOEventGraph.K2Node_Event_0EventGraph.K2Node_Event_1EventGraph.K2Node_Event_2OUserConstructionScriptO ReceiveTickOReceiveActorBeginOverlapSCSDefaultDefault<00>/Game/Variant_SideScrolling/Blueprints/BP_SideScrollingCameraManager.BP_SideScrollingCameraManager_C:SimpleConstructionScript_0.SCS_Node_0.CategoryName
true./** Event when play begins for this actor. */!
BeginPlay9Classes/GameFramework/Actor.hU'Event when play begins for this actor. true truetruetrue true

true<00>/**
* Construction script, the place to spawn components and do other setup.
* @note Name used in CreateBlueprint function
*/!Construction Script9Classes/GameFramework/Actor.hUsConstruction script, the place to spawn components and do other setup.
@note Name used in CreateBlueprint function 7/** Event called every frame, if ticking is enabled */!Tick9Classes/GameFramework/Actor.hU0Event called every frame, if ticking is enabled 
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.
*/!ActorBeginOverlap9Classes/GameFramework/Actor.hU@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.D!ED0A59675EDB43D8330B971CB59383DF_<00><><EFBFBD><EFBFBD>d?_<00><><EFBFBD><EFBFBD>f?_<00><><EFBFBD><EFBFBD>g?_<00><><EFBFBD><EFBFBD>h?_<00><><EFBFBD><EFBFBD>\?_<00><><EFBFBD><EFBFBD>]?_<00><><EFBFBD><EFBFBD>^?_<00><><EFBFBD><EFBFBD>c?_<00><><EFBFBD><EFBFBD>j?_<00><><EFBFBD><EFBFBD>k?_<00><><EFBFBD><EFBFBD>N?_<00><><EFBFBD><EFBFBD>l?iZ?i?i?i[?j<00><><EFBFBD><EFBFBD>m?[l<00><><EFBFBD><EFBFBD>a?<00><><EFBFBD><EFBFBD> h5K<00><><EFBFBD><EFBFBD>d<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> n<00>N<00><><EFBFBD><EFBFBD>&`1<00> O<00><><EFBFBD><EFBFBD>}<00><><EFBFBD><EFBFBD>e<00><00>O<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>X<00>EP<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>fV<00>P<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>fZLT<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>ff<00>X<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>g<00> ]<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>b)*<00>^<00><><EFBFBD><EFBFBD>"<00><><EFBFBD><EFBFBD>m)<00>^<00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD> k<00><00>^<00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>N*<00>_<00><><EFBFBD><EFBFBD>&  
BlueprintBP_SideScrollingCameraManagerQBlueprintGeneratedClass BP_SideScrollingCameraManager_C]<00>JBP_SideScrollingCameraManager/Script/Engine.BlueprintActorMetaDatauBAAAAIHVfWmrQU/m7FFKqii2t755AAAAtwZMW/hKYyRwv1uA3dD1zQ0AAACGGB1ghE9krN7TFqrWx+oNzwAAAEJem9hGTb0kqKwShHkXZN84AAAAAQAAAEUAAAAvR2FtZS9WYXJpYW50X1NpZGVTY3JvbGxpbmcvQmx1ZXByaW50cy9CUF9TaWRlU2Nyb2xsaW5nQ2FtZXJhTWFuYWdlcgAgAAAAQlBfU2lkZVNjcm9sbGluZ0NhbWVyYU1hbmFnZXJfQwAXAAAAL1NjcmlwdC9UUF9UaGlyZFBlcnNvbgAbAAAAU2lkZVNjcm9sbGluZ0NhbWVyYU1hbmFnZXIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==ActorMetaDataClass2/Script/TP_ThirdPerson.SideScrollingCameraManagerBlueprintCategoryBlueprintComponents0BlueprintDescriptionBlueprintDisplayNameBlueprintNamespaceBlueprintPathBP_SideScrollingCameraManagerBlueprintTypeBPTYPE_Normal ClassFlags 12847884FiBData<00><><EFBFBD><EFBFBD>B: GjoeJoCmvfqsjouNbobhfs Qspqfsujft Qspqfsujft GjoeJoCmvfqsjouNbobhfsVcfsVcfs GjoeJoCmvfqsjouNbobhfsObnfObnf LjtnfuTdifnbHsbqiEjtqmbzObnf`FwfouHsbqi FwfouHsbqi GjoeJoCmvfqsjouNbobhfs Eftdsjqujpo Eftdsjqujpo  CmvfqsjouOpHsbqiUppmujq)Opof* GjoeJoCmvfqsjouNbobhfsOpeftOpeft L3Opef Fwfou`ObnfFwfou!|GvodujpoObnf~GvodujpoObnfVPckfduEjtqmbzObnftBdups;SfdfjwfCfhjoQmbz CfhjoQmbz  GjoeJoCmvfqsjouNbobhfs DmbttObnf DmbttObnf
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Drag off pins to build functionality.<R2ݷ[<5B>صA<D8B5><41><;.<2E>ƾ?<00>)<29>F<EFBFBD>A<EFBFBD><41> <20><><12>p<00>)<29>F<EFBFBD>A<EFBFBD><41> <20><><12>pC<00><00><><EFBFBD><EFBFBD>?<00><><EFBFBD><EFBFBD>H<00><00><>U<EFBFBD><55>P<EFBFBD>H<EFBFBD>j<1C>Ӭ<00><>U<EFBFBD><55>P<EFBFBD>H<EFBFBD>j<1C>ӬT<00><00><><EFBFBD><EFBFBD>+??<00>*R8F7A<00><><EFBFBD><EFBFBD>6:G? =4<00>$(&'  ;QXTThis node is disabled and will not be called.
Drag off pins to build functionality.<R2_N?<3F>~e<>F<EFBFBD><46>~8q<38><71>?mIG<06>lVB<56><42>1<EFBFBD>E<11><>mIG<06>lVB<56><42>1<EFBFBD>E<11><>C<00><00><><EFBFBD><EFBFBD>?<00><><EFBFBD><EFBFBD>G<00><07><00>t<1F>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>f\<07><00>t<1F>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>f\T<00><00><><EFBFBD><EFBFBD>+??<00>p<>d<EFBFBD><64>6*F<><46><EFBFBD><67><D88A>p<>d<EFBFBD><64>6*F<><46><EFBFBD><67><D88A>B<00><00><><EFBFBD><EFBFBD>#Other Actor
Actor Object Reference@?<00><><EFBFBD><EFBFBD>?<00>*R8F7A<00><><EFBFBD><EFBFBD>6:I? =4<00>$(&'  ;QXTThis node is disabled and will not be called.
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