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7289d51563
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ff78241314
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AssetSources/Meshes/STM_ARC_CubicPillar.blend (Stored with Git LFS)
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AssetSources/Meshes/STM_ARC_CubicPillar.fbx (Stored with Git LFS)
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AssetSources/Meshes/STM_CreppyHeadTubes.blend (Stored with Git LFS)
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AssetSources/Meshes/STM_DustySand_CubeCorner.blend (Stored with Git LFS)
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@ -255,7 +255,6 @@ DefaultGravityZ=0.000000
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Grappable")
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+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Grappable")))
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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Content/Environment/Archi/STM_ARC_CubicPillar.uasset (Stored with Git LFS)
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Content/Environment/Archi/STM_ARC_CubicPillar.uasset (Stored with Git LFS)
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Content/Environment/Archi/STM_PlanetStructure_OuterLayer.uasset (Stored with Git LFS)
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Content/Environment/Geology/STM_DustySand_CubeCorner.uasset (Stored with Git LFS)
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Content/Environment/Geology/STM_DustySand_CubeCorner.uasset (Stored with Git LFS)
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Content/Environment/Geology/STM_VolcanicRocks_01.uasset (Stored with Git LFS)
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Content/Environment/Geology/STM_VolcanicRocks_02.uasset (Stored with Git LFS)
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Content/Materials/MasterMaterials/M_DamagedRock.uasset (Stored with Git LFS)
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Content/Materials/MasterMaterials/M_DustySand.uasset (Stored with Git LFS)
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Content/Materials/MaterialInstances/MI_DamagedRock.uasset (Stored with Git LFS)
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Content/PawnControl/Player/BP_Pawn_GravityCharacter.uasset (Stored with Git LFS)
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@ -32,11 +32,6 @@
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"SupportedTargetPlatforms": [
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"Win64"
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]
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},
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{
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"Name": "ElectronicNodes",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/5cb2a394d0c04e73891762be4cbd7216"
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}
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]
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}
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@ -10,7 +10,7 @@
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"DocsURL": "https://github.com/hugoattal/ElectronicNodes",
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/5cb2a394d0c04e73891762be4cbd7216",
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"SupportURL": "https://forums.unrealengine.com/unreal-engine/marketplace/1647213-electronic-nodes-wiring-style-for-blueprints-and-materials-editors",
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"EngineVersion": "5.5.0",
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"EngineVersion": "5.4.0",
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"CanContainContent": false,
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"Installed": true,
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"Modules": [
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