Last Fix For Pursuit for tonight
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@ -63,7 +63,7 @@ struct FDTFluxPursuitGroup
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bool bIsFocus = false;
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnPursuitSequenceReady, const TArray<FDTFluxPursuitInfo>,
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnPursuitSequenceReady_internal, const TArray<FDTFluxPursuitInfo>,
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NextFocusPursuits,
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const TArray<FDTFluxPursuitInfo>, NextPursuit, bool, bIsTrtuncate);
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@ -103,7 +103,7 @@ public:
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int CurrentIndex = -1;
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UPROPERTY(BlueprintAssignable, Category="DTFlux|Pursuit")
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FOnPursuitSequenceReady OnPursuitSequenceReady;
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FOnPursuitSequenceReady_internal OnPursuitSequenceReady_Internal;
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UFUNCTION(BlueprintCallable, Category="DTFlux|Pursuit", meta=(Keywords="pursuit, launch, poursuite"))
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