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TG_ARPG/Content/Tengen/UI/UI_GP_PlayerLIst.uasset

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2023-08-24 01:24:33 +08:00
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^\<00><00>falsefalse<00>N<00>F<00><00><00><><EFBFBD><EFBFBD>~<00>7<00><00>ep<><70><EFBFBD><EFBFBD>ep<><70><EFBFBD>FKHI<00><00>><00><><EFBFBD><EFBFBD>dk<64><6B><EFBFBD>p<EFBFBD><70><EFBFBD>y(u <0C>\ NO<><4F><03>(u0
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:Ndk<64>c<EFBFBD>NRM<52><4D>vzz<7A><7A><01><00><00><><EFBFBD><EFBFBD><00><00><00>9<17>:<19>I<EFBFBD><49>E;?ه<><00>9<17>:<19>I<EFBFBD><49>E;?ه<>a<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>In Delta Time
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* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
*/<00>Public/Blueprint/UserWidget.h<00><00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences./User Interface4/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/o Begin Play<00>Public/Blueprint/UserWidget.h<00>Called after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized./User Interface4<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00><00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tickootrue/User Interface4<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00><00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tick/User Interface4<00>/**
* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
*/<00>Public/Blueprint/UserWidget.h<00><00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences./User Interface4/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/o Begin Play<00>Public/Blueprint/UserWidget.h<00>Called after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized./User Interface4<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00><00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tickoo/User Interface4<00>/**
* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
*/<00>Public/Blueprint/UserWidget.h<00><00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences./User Interface4/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/o Begin Play<00>Public/Blueprint/UserWidget.h<00>Called after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized./User Interface4<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00><00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tickoo/User Interface4<00>/**
* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
*/<00>Public/Blueprint/UserWidget.h<00><00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences./User Interface4/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/o Begin Play<00>Public/Blueprint/UserWidget.h<00>Called after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized./User Interface4<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
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