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// this is needed for the `SpawnActor` method in World. We need to specify a class for the template function (in particular a BP class and not a c++ one)... In order to do this we can use the UClass and specify it in BP_BreakableActor
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// Below we use `TSubclassOf` wrapper to specify which class we want! This restricts it to ATreasure class or anything derived from it! More effective than UClass*
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UPROPERTY(EditAnywhere)
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TSubclassOf<ATreasure> TreasureClass;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
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