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- replaced 'SmartObjectSubsystem.Claim' by 'MarkSlotAsClaimed' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed' for Blueprints
- replaced 'SmartObjectSubsystem.Use' by 'MarkSlotAsOccupied' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied' for Blueprints
- replaced 'SmartObjectSubsystem.Release' by 'MarkSlotAsFree' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree' for Blueprints
- deprecated 'UGameplayBehaviorSmartObjectsBlueprintFunctionLibrary::UseGameplayBehaviorSmartObject' in favor of the aync task based versions
- UFUNCTION versions are redirected directly to the new names. Native versions are deprecated.
- updated 'AITask_UseGameplayInteraction' and 'AITask_UseGameplayBehaviorSmartObject' to be as close as possible since they are two similar use cases but for different plugins.
- both tasks now propose blueprint callables to create an "interact on spot" or "move to and interact" tasks:
- 'UseSmartObjectWithGameplayBehavior' and 'MoveToAndUseSmartObjectWithGameplayBehavior'
- 'UseSmartObjectWithGameplayInteraction' and 'MoveToAndUseSmartObjectWithGameplayInteraction'
- 'AITask_UseGameplayBehaviorSmartObject::UseClaimedGameplayBehaviorSmartObject' is redirected to 'MoveToAndUseSmartObjectWithGameplayBehavior' to preserve current behavior
- 'AITask_UseGameplayInteraction::UseClaimedGameplayInteractionSmartObject' is redirected to 'UseSmartObjectWithGameplayInteraction' to preserve current behavior
#jira UE-187209
#rnx
[CL 25871194 by yoan stamant in ue5-main branch]
186 lines
6.3 KiB
C++
186 lines
6.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectBlueprintFunctionLibrary.h"
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#include "Engine/Engine.h"
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#include "SmartObjectSubsystem.h"
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#include "BlackboardKeyType_SOClaimHandle.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "BehaviorTree/BTFunctionLibrary.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectBlueprintFunctionLibrary)
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//----------------------------------------------------------------------//
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// USmartObjectBlueprintFunctionLibrary
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//----------------------------------------------------------------------//
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FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName)
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{
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if (BlackboardComponent == nullptr)
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{
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return {};
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}
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return BlackboardComponent->GetValue<UBlackboardKeyType_SOClaimHandle>(KeyName);
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}
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void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, const FSmartObjectClaimHandle Value)
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{
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if (BlackboardComponent == nullptr)
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{
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return;
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}
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const FBlackboard::FKey KeyID = BlackboardComponent->GetKeyID(KeyName);
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BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
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}
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bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveSmartObject(AActor* SmartObjectActor, const bool bAdd)
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{
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return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, bAdd);
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}
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bool USmartObjectBlueprintFunctionLibrary::AddSmartObject(AActor* SmartObjectActor)
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{
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return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/true);
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}
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bool USmartObjectBlueprintFunctionLibrary::AddMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
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{
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return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/true);
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}
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bool USmartObjectBlueprintFunctionLibrary::RemoveSmartObject(AActor* SmartObjectActor)
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{
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return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/false);
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}
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bool USmartObjectBlueprintFunctionLibrary::RemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
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{
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return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/false);
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}
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bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors, const bool bAdd)
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{
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bool bSuccess = true;
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if (SmartObjectActors.IsEmpty())
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{
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return bSuccess;
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}
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USmartObjectSubsystem* Subsystem = nullptr;
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for (const AActor* SmartObjectActor : SmartObjectActors)
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{
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if (SmartObjectActor == nullptr)
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{
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UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
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bSuccess = false;
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continue;
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}
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if (Subsystem == nullptr)
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{
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Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
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if (Subsystem == nullptr)
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{
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UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
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return false;
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}
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}
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bSuccess = bAdd ? Subsystem->RegisterSmartObjectActor(*SmartObjectActor) : Subsystem->RemoveSmartObjectActor(*SmartObjectActor) && bSuccess;
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}
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return bSuccess;
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}
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bool USmartObjectBlueprintFunctionLibrary::SetSmartObjectEnabled(AActor* SmartObjectActor, const bool bEnabled)
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{
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return SetMultipleSmartObjectsEnabled({SmartObjectActor}, bEnabled);
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}
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FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed(
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UObject* WorldContextObject,
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const FSmartObjectSlotHandle SlotHandle,
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const AActor* UserActor)
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{
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const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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return Subsystem->MarkSlotAsClaimed(SlotHandle, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
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}
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return FSmartObjectClaimHandle::InvalidHandle;
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}
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const USmartObjectBehaviorDefinition* USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied(
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UObject* WorldContextObject,
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const FSmartObjectClaimHandle ClaimHandle,
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const TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass)
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{
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const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->MarkSlotAsOccupied(ClaimHandle, DefinitionClass);
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}
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return nullptr;
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}
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bool USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree(
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UObject* WorldContextObject,
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const FSmartObjectClaimHandle ClaimHandle)
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{
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const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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return Subsystem->MarkSlotAsFree(ClaimHandle);
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}
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return false;
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}
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bool USmartObjectBlueprintFunctionLibrary::SetMultipleSmartObjectsEnabled(const TArray<AActor*>& SmartObjectActors, const bool bEnabled)
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{
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bool bSuccess = true;
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if (SmartObjectActors.IsEmpty())
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{
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return bSuccess;
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}
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USmartObjectSubsystem* Subsystem = nullptr;
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for (const AActor* SmartObjectActor : SmartObjectActors)
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{
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if (SmartObjectActor == nullptr)
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{
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UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
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bSuccess = false;
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continue;
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}
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if (Subsystem == nullptr)
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{
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Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
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if (Subsystem == nullptr)
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{
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UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
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return false;
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}
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}
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bSuccess = Subsystem->SetSmartObjectActorEnabled(*SmartObjectActor, bEnabled) && bSuccess;
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}
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return bSuccess;
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}
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void USmartObjectBlueprintFunctionLibrary::SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value)
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{
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if (UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner))
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{
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BlackboardComp->SetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName, Value);
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}
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}
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FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key)
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{
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UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner);
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return BlackboardComp ? BlackboardComp->GetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName) : FSmartObjectClaimHandle::InvalidHandle;
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}
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