M15 Luanda stats & predictions
Upcoming Tennis M15 Luanda Angola Matches: Expert Insights and Predictions
The tennis community is buzzing with excitement as the M15 Luanda Angola tournament is set to unfold tomorrow. This prestigious event features a lineup of talented players eager to showcase their skills on the court. With matches scheduled for tomorrow, fans and bettors alike are keenly awaiting expert predictions and insights. Let's delve into the details of these anticipated matches, exploring player form, head-to-head statistics, and expert betting tips.
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The M15 Luanda Angola tournament is renowned for its competitive spirit and serves as a platform for emerging talents to shine. As we look ahead to tomorrow's matches, several key players are expected to make a significant impact. Among them are seasoned veterans who bring experience and strategic acumen, alongside young prodigies with raw talent and determination.
Key Players to Watch
- Player A: Known for his powerful serve and aggressive baseline play, Player A has been in excellent form recently. His recent victories in smaller tournaments have positioned him as a favorite in the upcoming matches.
- Player B: With a reputation for exceptional footwork and tactical intelligence, Player B has consistently performed well against top-ranked opponents. His ability to adapt mid-match makes him a formidable opponent.
- Player C: A rising star in the tennis world, Player C has captured attention with his impressive performances in junior circuits. His transition to professional play has been seamless, making him a player to watch.
Match Predictions and Betting Insights
Betting enthusiasts are eagerly analyzing statistics and trends to make informed predictions for tomorrow's matches. Here are some expert insights that could guide your betting decisions:
Prediction 1: Player A vs. Player D
In this anticipated matchup, Player A's powerful serve will be tested against Player D's defensive prowess. Historically, Player A has dominated head-to-head encounters with Player D, winning four out of their last five meetings. Experts suggest placing bets on Player A due to his recent form and confidence on the court.
Prediction 2: Player B vs. Player E
This match promises an intriguing clash of styles between Player B's tactical approach and Player E's aggressive playstyle. While both players have had mixed results against each other in the past, experts believe that Player B's superior mental game will give him an edge in this encounter.
Prediction 3: Young Contender Match - Player C vs. Newcomer F
The battle between young talents will undoubtedly draw significant attention from fans eager to witness the future stars of tennis in action. Although newcomer F brings fresh energy and unpredictability, experts lean towards betting on Player C due to his consistent performance trajectory and experience handling high-pressure situations.
Trends Influencing Tomorrow's Matches
- Court Conditions: The clay courts at Luanda offer unique challenges that favor players with strong baseline games and endurance. Those accustomed to playing on clay may have an advantage over those who primarily compete on hard or grass courts.
- Climatic Factors: Weather conditions can significantly impact gameplay; thus, monitoring forecasts is crucial for making informed betting decisions. Sudden changes like wind or temperature fluctuations may affect player performance differently based on their adaptability.
- Mental Resilience: In high-stakes tournaments like this one where rankings can shift dramatically after just one matchday – mental toughness becomes paramount. Players who maintain composure under pressure often come out victorious in close contests.
Detailed Analysis of Key Matches
To further enhance your understanding of tomorrow’s fixtures at the M15 Luanda Angola tournament let’s dive deeper into some key matchups:
Detailed Prediction: Player A vs. Player D
Analyzing Past Performances:
- In their last encounter at another tournament last month – both competitors were evenly matched until late into sets two & three when fatigue began setting in favoring our predicted winner (Player A).
- Data indicates that during high-pressure tie-break situations throughout previous seasons – it was predominantly this duo clashing; however – consistently it resulted positively towards our favored choice here again today!
Betting Strategy:
- Favoring straight-set victories over potentially prolonged five-set battles should align better with current odds offered by bookmakers while maximizing returns based upon historical trends observed thus far within these athletes' careers together so far!
Detailed Prediction: Player B vs. Player E
Analyzing Playing Styles:
- Player B excels under pressure due largely because he thrives when engaging opponents directly from behind baseline positions which allows him ample time calculating shots rather than reacting quickly off-court positions typical among more aggressive counterparts like himself here today facing off versus another strong contender!
- This match-up holds particular intrigue given contrasting approaches; nevertheless – past statistics lean heavily towards successful outcomes whenever strategic patience pays off especially when executed flawlessly by someone possessing such profound experience as does our favored contender here now!
Betting Strategy:
- Focusing on prop bets related specifically around set victories rather than outright winners might provide additional value given nuanced dynamics evident within head-to-head records shared previously among these rivals currently competing here today!
Detailed Prediction: Young Contender Match - Player C vs Newcomer F
Evaluating Prospects & Potential Impact:
- Newcomer F brings an element of surprise along with youthful exuberance that often disrupts even seasoned professionals’ rhythm but lacks substantial track record evidence supporting long-term success against established competitors akin presently displayed by favored selection here now!
- In contrast stands our chosen prospect whose consistent rise through ranks highlights not only skill but also maturity beyond years which frequently proves pivotal during critical junctures encountered within tightly contested duels such as expected between these two talented individuals currently preparing themselves mentally before taking center stage soon thereafter!
- Taking into account all variables influencing outcome likelihoods including but not limited aforementioned factors alongside current form standings prior engagements plus individual motivations driving respective ambitions toward achieving collective goals aligned specifically around prevailing victorious today amidst peers gathered worldwide witnessing unfolding events presently underway! li>
Betting Strategy:
- Incorporating insights derived from extensive analysis involving both historical data coupled alongside up-to-date performance metrics should yield optimized betting strategies effectively capitalizing upon identified opportunities presented within existing market conditions prevalent across various platforms offering competitive odds favorable towards preferred selections identified herein today! li>
- Focusing attention particularly around specific prop bets targeting set outcomes rather than merely predicting outright winners offers enhanced potential returns given nuanced intricacies present amidst evolving dynamics characterizing contemporary professional tennis landscape witnessed globally amongst diverse audiences engaged fervently following every moment unfolding live across numerous media channels dedicated exclusively broadcasting sports entertainment content! li>
<|repo_name|>DavidBerglund/davidberglund.github.io<|file_sep|>/_posts/2021-08-19-cashflow-and-investments.md
---
layout: post
title: Cash Flow And Investments
description: What is cash flow? How do you calculate it? Why does it matter? Is there any difference between cash flow statement & profit & loss statement? What does free cash flow mean?
date: '2021-08-19'
image: /assets/cash-flow-and-investments.jpg
categories:
- finance
tags:
- finance
---
## What Is Cash Flow?
Cash flow is one of the most important indicators for investors when evaluating company prospects.
It shows how much money flows into or out of your business each month after paying all expenses.
The amount can vary depending on whether you’re talking about operating activities (sales revenue minus costs), investing activities (capital expenditures), financing activities (debt repayments), etc.
## How Do You Calculate It?
There are many ways people calculate cash flow:
* **Operating Activities:** Sales Revenue Minus Costs
* **Investing Activities:** Capital Expenditures
* **Financing Activities:** Debt Repayments
To find out more about each type please refer back [here](https://www.investopedia.com/terms/c/cash-flow.asp).
## Why Does It Matter?
Cash flow tells us how much money comes into/out from our business every month after paying all expenses.
If we want our company grow fast then we need enough cash coming through every month so there’s no shortage at any point during year-end reporting period which could lead us bankrupt if not addressed immediately!
## Is There Any Difference Between Cash Flow Statement & Profit And Loss Statement?
Yes! They’re completely different things:
* **Profit/Loss Statement:** Shows how much profit/loss was made over certain period (usually quarterly).
* **Cash Flow Statement:** Shows how much money came/in went during same period mentioned above.
Both documents help investors understand what happened financially speaking over course last quarter/year etc., but they don’t tell us anything about actual profits/losses incurred because those numbers aren’t included within either report itself!
## What Does Free Cash Flow Mean?
Free cash flow refers specifically only “free” part remaining after deducting all operating expenses including taxes etc., from total revenues generated during given timeframe being considered here too i.e., quarter/year etc., depending upon context where term appears first time mentioned somewhere else previously discussed earlier above already explained clearly enough already so hopefully no confusion remains whatsoever anymore regarding its meaning now either!
I hope this article helped you understand what cash flow is all about! If you have any questions or comments please leave them below.
<|file_sep|>#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PhysicsEngine/PhysicsConstraintComponent.h"
#include "PhysicsEngine/RadialForceComponent.h"
#include "Components/SphereComponent.h"
#include "Components/BoxComponent.h"
#include "BaseCharacter.generated.h"
class UCameraShake;
class UStaticMeshComponent;
UCLASS()
class VULCANSHOOTER_API ABaseCharacter : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABaseCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
private:
void MoveForward(float AxisValue);
void MoveRight(float AxisValue);
void StartJump();
void StopJump();
void Shoot();
UPROPERTY(EditAnywhere)
float MaxSpeed = 1000.f;
UPROPERTY(EditAnywhere)
float JumpForce = -600.f;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* MeshComp = nullptr;
UPROPERTY(VisibleAnywhere)
UBoxComponent* CollisionComp = nullptr;
UPROPERTY(VisibleAnywhere)
UPhysicsConstraintComponent* PhysicsConstraintComp = nullptr;
UPROPERTY(VisibleAnywhere)
URadialForceComponent* RadialForceComp = nullptr;
UPROPERTY(EditAnywhere)
TSubclassOf
ExplosionEffectClass; AActor* ExplosionEffectInstance = nullptr; bool bIsExploding = false; bool bIsExploded = false; float ExplosionRadius = -1.f; float ExplosionDamage = -1.f; float LifeSpanAfterExplosion = -1.f; void Explode(); UFUNCTION() void OnRep_Health(); UFUNCTION() void OnRep_IsDead(); UFUNCTION() void OnHit(UPrimitiveComponent * HitComp, AActor * Other, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult& Hit); private: UPROPERTY(EditDefaultsOnly) class USoundBase *DeathSound; class UAudioComponent *DeathAudioComp = nullptr; UPROPERTY(EditDefaultsOnly) class USoundBase *ExplosionSound; class UAudioComponent *ExplosionAudioComp = nullptr; UPROPERTY(EditDefaultsOnly) TSubclassOf CameraShakeOnHitClass; class UCameraShake *CameraShakeOnHitInstance = nullptr; private: float HealthMaxValue = -1.f; float HealthCurrentValue = -1.f; bool bIsDeadReplicatedValue = false; bool bIsDeadLocalValue = false; }; <|repo_name|>nicholasmackey/Vulcan-Shooter<|file_sep#pragma once #include "CoreMinimal.h" DECLARE_LOG_CATEGORY_EXTERN(LogVulcanShooterGameModeBaseCppPlugin, LOG_ALL, true); #define VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_VERSION_MAJOR 0 #define VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_VERSION_MINOR 0 #define VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_VERSION_PATCH 0 #define VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_API FInterfaceMarco::Type::VulkanAPI #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX || PLATFORM_ANDROID || PLATFORM_IOS || PLATFORM_TVOS || PLATFORM_SWITCH #define VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_SUPPORTED_PLATFORMS #endif #if defined(VULCAN_SHOOTER_GAME_MODE_BASE_CPP_PLUGIN_SUPPORTED_PLATFORMS) && defined(VULKAN_SUPPORTED_PLATFORMS) && !defined(VULKAN_DISABLED) /** * */ class VULKAN_API IVulkanPlugin : public IModuleInterface { GENERATED_BODY() public: virtual ~IVulkanPlugin() {} static inline IVulkanPlugin& Get() { return FModuleManager::LoadModuleChecked ("Vulkan"); } static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("Vulkan"); } }; /** * */ class VulkanPlugin : public IVulkanPlugin { public: virtual void StartupModule() override {} virtual void ShutdownModule() override {} }; #else /** * */ class IVulkanPlugin : public IModuleInterface { GENERATED_BODY() public: virtual ~IVulkanPlugin() {} static inline IVulkanPlugin& Get() { check(false); #if !(defined(VULKAN_DISABLED)) return FModuleManager::LoadModuleChecked ("Vulkans"); #else #error Vulkan disabled! #endif } static inline bool IsAvailable() { return false; } }; /** * */ class VulkanPlugin : public IVulkanPlugin { public: virtual void StartupModule() override {} virtual void ShutdownModule() override {} }; #endif // defined(VULKAN_SUPPORTED_PLATFORMS) && !defined(VULKAN_DISABLED)<|repo_name|>nicholasmackey/Vulcan-Shooter<|file_sep2D GameJam Game Engine Plugin Based on Unreal Engine Template Project This project uses code from Epic Games Unreal Engine Template Project. See https://github.com/EpicGames/UnrealEngine/tree/Release/PrivateProjects/GameFramework MIT License Copyright (c) Epic Games Inc. All rights reserved. <|repo_name|>nicholasmackey/Vulcan-Shooter<|file_sepdocumentclass{article} usepackage[utf8]{inputenc} usepackage{amsmath} usepackage{amsfonts} usepackage{amssymb} usepackage{graphicx} author{Nicholas Mackey and Nathan Rouse and Colin Wilson and Jack Zaleski and Michael Heineck } title{Vulcan Shooter \ Technical Report \ Part II} begin{document} maketitle noindent {bf Abstract} \ In Vulcan Shooter Part II we added support for multiplayer functionality using replication techniques provided by Unreal Engine using both server authoritative logic along with client prediction techniques used in conjunction with server reconciliation techniques.newline We also implemented AI enemies using behavior trees along with navigation meshes which allow them to navigate around obstacles.newline noindent {bf Introduction} \ This report discusses our implementation details surrounding multiplayer functionality along with AI enemy functionality.newline noindent {bf Multiplayer Implementation Details} \ Multiplayer functionality was implemented by adding network replication logic using Unreal Engine provided replication techniques.newline We used server authoritative logic along side client prediction techniques used in conjunction with server reconciliation techniques.newline First we implemented basic movement replication using Unreal Engine provided functions such as AddMovementInput.newline Next we implemented shooting replication by replicating weapon firing events using replicated functions.newline Lastly we implemented damage replication by replicating health changes via replicated properties.newline noindent {bf AI Implementation Details} \ AI enemies were implemented using behavior trees along side navigation meshes which allow them navigate around obstacles.newline We created multiple behavior trees along side blackboard components that store information required by behavior trees such as target locations.newline Each behavior tree contains multiple nodes that control enemy actions such as movement actions or attack actions.newline noindent {bf Conclusion} \ We successfully added multiplayer functionality using replication techniques provided by Unreal Engine including server authoritative logic along side client prediction techniques used in conjunction with server reconciliation techniques.newline We also successfully added AI enemies using behavior trees along side navigation meshes which allow them navigate around obstacles. bibliographystyle{plain} bibliography{biblio} end{document}<|file_sep++ Vulkan Support + ===  A sample project showing how you can use Vulkan API inside UE5 engine plugins.
The goal is not only demonstrate usage but also show some useful patterns.
Check `Plugins/Vulkans` directory.
### Build status ### [](https://ci.appveyor.com/project/nicholasmackey/vulkans) ### Dependencies ### You need [CMake](https://cmake.org/) >= v3.x installed.
Also need [Git LFS](https://git-lfs.github.com/) installed if you want download full source code.
### Building ### git clone https://github.com/nicholasmackey/Vulkans.git --recursive # --recursive needed due Git LFS usage. cd vulkans/ mkdir build/ cd build/ cmake .. make vulkans # build plugin + tests + examples + docs. make vulkans_tests # run tests. make vulkans_docs # generate documentation. #### Building examples #### You can build examples via cmake options `BUILD_EXAMPLES`:
cmake .. -DBUILD_EXAMPLES=ON ... or cmake cache file `Examples.cmake`:
cmake .. -C Examples.cmake ... #### Building tests #### You can build tests via cmake options `BUILD_TESTS`:
cmake .. -DBUILD_TESTS=ON ... or cmake cache file `Tests.cmake`:
cmake .. -C Tests.cmake ... ### Documentation ### Documentation available via HTML format.
Generated documentation located under `build/docs/html/index.html`. ### License ### Licensed under MIT license.
For more information see [LICENSE.txt](LICENSE.txt). ### Author ### [Nikita Molchanov](http://molchankin.ru/) <|repo_name|>nicholasmackey/Vulcan-Shooter<|file_sep # Vulcan Shooter Game Mode Base CPP Plugin Technical Report Part III # Nicholas Mackey and Nathan Rouse and Colin Wilson and Jack Zaleski and Michael Heineck **Abstract** In Vulcan Shooter Part III we added support for level loading/unloading mechanics allowing players spawn into different levels while preserving their score state across levels without restarting game state variables associated with score keeping mechanics. **Introduction** This report discusses our implementation details surrounding level loading/unloading mechanics allowing players spawn into different levels while preserving their score state across levels without restarting game state variables associated with score keeping mechanics. **Level Loading Implementation Details** Level loading/unloading mechanics were implemented by creating level streaming volumes inside levels which automatically load new levels when player enters volume boundaries while unloading previous levels when player leaves volume boundaries. **Conclusion** We successfully added level loading/unloading mechanics allowing players spawn into different levels while preserving their score state across levels without restarting game state variables associated with score keeping mechanics. **Bibliography** Molchanov N.V., “Vulkans”, https://github.com/nikitas-m/vulkans , May-June-July-August-September-Octomber-November-Decmber-January-February-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Septmber-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Seprembmer Nolan J.W., “Unreal Engine Documentation”, https://docs.unrealengine.com/, May-June-July-August-September-Octomber-November-Decmber-January-Feburary-March-April-May-Juny-July-August-Seprembmer Epic Games Inc., “Unreal Engine”, https://www.unrealengine.com/, May-June-July-August-September-Octomter-November-Decembere-January-Febreury-March-Aprel-May-Juny-Julry-Augseptmbre Zhou T., “Real-Time Rendering”, Morgan Kaufmann Publishers Inc., ISBN13:9781558606237 , December Januarry February March April May Juny July Augseptmbre Zhang Y.-W., “Real-Time Rendering”, Morgan Kaufmann Publishers Inc., ISBN13:9781558606237 , December Januarry February March April May Juny July Augseptmbre Moller T.A., “Real-Time Rendering”, Morgan Kaufmann Publishers Inc., ISBN13:9781558606237 , December Januarry February March April May Juny July Augseptmbre Crowley J.D.Jr., “Real-Time Rendering”, Morgan Kaufmann Publishers Inc., ISBN13:9781558606237 , December Januarry February March April May Juny July Augseptmbre Ogre Community,” Ogre Graphics Framework Wiki”, https://ogrewiki.net/, May June July August September Octomer November Decembre January Februari March April May June July August September Octomer November Decembre January Februari March Aprill Roth G.R.S.Jr.,“OpenGL Superbible For Dummies”, Wiley Publishing Inc..ISBN10:047172992X , October November December January February March April May June July August September October November December January February March Aprill Ogre Community,” Ogre Graphics Framework Wiki”, https://ogrewiki.net/, October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” OpenGL Wiki Page”, https://www.khronos.org/opengl/wiki/Main_Page , October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” OpenGL Registry Page”, http://www.opengl.org/sdk/docs/man/docbook/glspec46/xhtml/glesfunctions.html , October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” Vulkan Registry Page”, http://www.khronos.org/registry/vulkan/specs/1.X/html/vkspec.html#glossary-VK_KHR_get_surface_capabilities2-ext , October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” Vulkan Registry Page”, http://www.khronos.org/registry/vulkan/specs/1.X/html/vkspec.html#glossary-VK_KHR_surface-ext , October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” Vulkan Registry Page”, http://www.khronos.org/registry/vulkan/specs/1.X/html/vkspec.html#glossary-VK_KHR_win32_surface-ext , October November December January February March April May June July August September October November December January February March Aprill Khronos Group,” Vulkan Registry Page”, http://www.khronos.org/registry/vulkan/specs/1.X/html/vkspec.html#glossary-VK_EXT_debug_utils-extension , October November December January February March April May June July August September October November December January February March Aprill Gleicher M.N.E.T.E.C.H.“ Khronos Developer Guide”. Khronos Group . Retrieved from http:\developer.download.nvidia.com/compute/cuda/repos/ubuntu1804/x86_64/Packages/libvkd3d12-dev_0~git20190829.b76f39a_amd64.deb . Accessed Septermper Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Mantyla P.M.N.E.T.E.C.H.“ Khronos Developer Guide”. Khronos Group . Retrieved from http:\developer.download.nvidia.com/compute/cuda/repos/ubuntu1804/x86_64/Packages/libvkd3d12-dev_0~git20190829.b76f39a_amd64.deb . Accessed Septermper Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Gleicher M.N.E.T.E.C.H.“ Khronos Developer Guide”. Khronos Group . Retrieved from https:\developer.download.nvidia.com/compute/cuda/repos/ubuntu1804/x86_64/Packages/libvkd3d12-dev_0~git20190829.b76f39a_amd64.deb . Accessed Septermper Novenver Decenver Januar Febraury Marhc Aprile Mey Junly Julry Agseptmbre Octoberr Novenver Decenver Januar Febraury Marhc Epic Games Inc.” UE5 Getting Started Guide”. Epic Games Inc.. Retrieved from https:\docs.unrealengine.com/en-US/getting-started/index.html . Accessed Septermper Novenver Decenvee Januar Febraury Marhc Aprii Mey Juunee Juullay Auugst Seprembe Epic Games Inc.” UE5 Documentation”. Epic Games Inc.. Retrieved from https:\docs.unrealengine.com/en-US/index.html . Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Nikita Molchanov." VkSample". Github.Com.Retrieved From Http:\Github.Com\Nikitas-M\VkSample.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Nikita Molchanov." VkSample". Github.Com.Retrieved From Http:\Github.Com\Nikitas-M\VkSample.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Nikita Molchanov." VkSample". Github.Com.Retrieved From Http:\Github.Com\Nikitas-M\VkSample.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Nikita Molchanov." VkSample". Github.Com.Retrieved From Http:\Github.Com\Nikitas-M\VkSample.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Nikita Molchanov." VkSample". Github.Com.Retrieved From Http:\Github.Com\Nikitas-M\VkSample.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Epic Games Inc.” UE5 GitHub Repository”. GitHub.Org..Retrieved From Http:\GitHub.Org/EpicGames/UnrealEngine.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Epic Games Inc.” UE5 Source Code Archive”. GitHub.Org..Retrieved From Http:\GitHub.Org/EpicGames/UnrealEngineArchive.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joonnee Joolllay Auugst Seprembe Khronos Group.” Khrons Website”. Khrons.Org..Retrieved From Http:\Khrons.Org/index.Html.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Microsoft Corporation.” Microsoft Windows Website”. Microsoft.Co.Uk..Retrieved From Http:\Microsoft.Co.Uk/Windows.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Microsoft Corporation.” DirectX SDK Website”. Microsoft.Co.Uk..Retrieved From Http:\Microsoft.Co.Uk/DirectXSdk.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Microsoft Corporation.” Visual Studio Website”. VisualStudio.Co.Uk..Retrieved From Http:\VisualStudio.Co.Uk.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Microsoft Corporation.” Visual Studio Code Website”. VisualStudioCode.Com..Retrieved From Http:\VisualStudioCode.Com.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Kitware Incorporated.” Kitware Website”. Kitware.Org..Retrieved From Http:\Kitware.Org.Accessed Septermper Novevee Deceemeer Jaanuaar Februarrryy Maarrch Aprii Meeye Joouneee Juulllay Auuggsst Seprmebre Kitware Incorporated.” CMake Website”. Kitware.Org..Retrieved From Http:Http://Kitwate.Org/CMake.Index.Html.Accessed Septermper Noevvee Deeceeemmbeer Jaeannuaurr Ffeebuurruuyyyy Maeaeennnyyyy Jeennnuunnnnyyyy Jeuuullllyaauuussaaauuu Ssepreeemmbee <|repo_name|>nicholasmackey/Vulcan-Shooter<|file_sep#include "BaseCharacter.h" // Sets default values ABaseCharacter::ABaseCharacter() { MeshComp = CreateDefaultSubobject(TEXT("Mesh")); MeshComp->SetSimulatePhysics(true); MeshComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); MeshComp->SetCollisionResponseToAllChannels(ECR_Ignore); MeshComp->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block); CollisionComp = CreateDefaultSubobject (TEXT("Collision")); CollisionComp->SetSimulatePhysics(true); CollisionComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); CollisionComp->SetCollisionResponseToAllChannels(ECR_Ignore); CollisionComp->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block); RadialForceComp = CreateDefaultSubobject (TEXT("Radial Force")); RadialForceComp->RadiusMultiplier = RadialForceMultiplier_DEPRECATED.Get(); RadialForceComp->ImpulseStrength = ImpulseStrength_DEPRECATED.Get(); RadialForceComp->bImpulseVelChange = bImpulseVelChange_DEPRECATED.Get(); RadialForceComp->bAutoActivate = bAutoActivate_DEPRECATED.Get(); RadialForceComp->bIgnoreOwningActor = bIgnoreOwningActor_DEPRECATED.Get(); GetRootPrimitiveComponent()->AddOwnedComponent(MeshComp); SetRootPrimitiveComponent(CollisionComp); GetRootPrimitiveComponent()->AttachChild(RadialForceComp); GetRootPrimitiveComponent()->AttachChild(MeshComp); GetRootPrimitiveComponent()->AttachChild(CollisionComp); SetReplicates(true); SetReplicateMovement(true); bReplicatesHealthChangesLocallyByDefault = bReplicatesHealthChangesLocallyByDefault_DEPRECATED.Get(); bNetUseOwnerRelevancy = bNetUseOwnerRelevancy_DEPRECATED.Get(); SetRemoteRoleForBackwardsCompatibility( ERemoteRoleForBackwardsCompatibility:: UseOwnerRelevancyFromSettings); OnConstruction(this); OnRep_Health(); OnRep_IsDead(); } void ABaseCharacter::BeginPlay() { Super::BeginPlay(); if (!HasAuthority()) { if (!IsValid(Mesh)) { Mesh = GetWorld()->SpawnActorDeferred ( this, FTransform(GetTransform())); if (!IsValid(Mesh)) { Destroy(); return; } if (!IsValid(Mesh)) { Destroy(); return ; } Mesh-> AttachTo( RootAttachmentPointName_DEPRECATED.Get(), MeshAttachmentPointName_DEPRECATED.Get(), true); Mesh-> SetSimulatePhysics(bSimulatePhysicsForOwnerAndChildrenDeprecated.Get()); Mesh-> SetGenerateOverlapEvents( bGenerateOverlapEventsForOwnerAndChildrenDeprecated.Get()); Mesh-> SetCanEverAffectNavigation(bCanEverAffectNavigationDeprecated.Get()); Mesh-> SetCanBeDamaged(bCanBeDamagedDeprecated.Get()); Mesh-> SetEnableGravity(bEnableGravityDeprecated.Get()); Mesh-> SetEnableGravityZoneUpdates( bEnableGravityZoneUpdatesDeprecated.Get()); Mesh-> SetTeleportBehavior(TeleportBehaviorType_DEPRECATED.Get()); if (!IsValid(Mesh)) { Destroy(); return ; } const auto& ConstraintInstanceGuidMap = GetWorld()->GetConstraintInstanceGuidMap(); const auto& ConstraintInstances = ConstraintInstanceGuidMap.FindRef( GetComponentGUID()); if (!IsValid(ConstraintInstances)) { Destroy(); return ; } const auto& ConstraintInstancePointer = ConstraintInstances.Pin().Get();