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Drag off pins to build functionality.XwGMAqc\E[ -JED -JED`0[h x s+@j& x s+@j&y>[[ qٵ},MB` qٵ},MB`1Delta Seconds Float@[[0.00.0CwFPO^NU}[XwGK C=FF/[ J|s[[[ ,true&./** Event when play begins for this actor. */2 BeginPlayRClasses/GameFramework/Actor.h{'Event when play begins for this actor.trueH NavigationtrueH Navigation,true ,true ,true Collision&V/** * Event when this actor overlaps another actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */2ActorBeginOverlapRClasses/GameFramework/Actor.h{@Event when this actor overlaps another actor, for example a player walking into a trigger. 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