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    <title>UCGameManager :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/cgameumodule/ucgamemanager/index.html</link>
    <description>Overview UCGameManager is a UGameInstanceSubsystem that acts as the central registry for game board definitions. It is accessed as a singleton via CGameInstance. When storeNewGameBoard is called from Blueprint, it converts all Blueprint structs into internal DataTable rows that each module’s spawner can consume.&#xA;Functions Name Description getInstance Static helper that returns the UCGameManager subsystem from any actor createFlyViewPlayer Pure function that builds a FCBP_Player configured for a fly-view (top-down) pawn create1StViewPlayer Pure function that builds a FCBP_Player configured for a first-person character with skeletal, behavior, interaction and lifecycle storeNewGameBoard Main entry point: takes all game configuration structs and converts them into DataTable rows stored in a FCBP_GameStruct Internal Functions Name Description storeCharacter Template that creates a FCCharacterDetailMaker row from any NPC room type and stores it in the game struct’s characterDetailMakerDT staticCreateCharacter Static template that maps common NPC fields (actor class, tags, scale, interaction) to a FCCharacterDetailMaker mappingCompletionForPlayer Static function for player-specific field mapping: fog of war settings (complex ray, refresh rate, revealed area, line of sight) mappingCompletionForAIPawnAndChar Static template for AI-specific field mapping: behavior tree, sight perception, automations mappingCompletionForPawnAndChar Static template for shared pawn/character field mapping: skeletal, movement, lifecycle, combat, skills acpAssignNPCToRoom Template that assigns NPCs to room detail structs with spawn probabilities and biome filtering // Get the singleton from any actor UCGameManager* gm = UCGameManager::getInstance(myActor); // createFlyViewPlayer — builds a fly-view player struct // (FName playerTag, TSubclassOf&lt;ACPlayerBaseFLYPawn&gt; actorClass, // FCBP_PMovement movement, FCBP_FogOfWarRevealer fogOfWar, TArray&lt;FName&gt; skillsName) FCBP_Player flyPlayer = UCGameManager::createFlyViewPlayer( &#34;MainPlayer&#34;, nullptr, FCBP_PMovement(), FCBP_FogOfWarRevealer(), {}); // create1StViewPlayer — builds a first-person player struct // (FCBP_ACPBasic basic, TSubclassOf&lt;ACPlayer1STCharacter&gt; actorClass, bool turnByTurnAttack, // FCBP_CMovement movement, FCBP_FogOfWarRevealer fogOfWar, FCBP_CPSkeletal skeletal, // FCBP_CPBehavior behavior, FCBP_PlayerInteraction interaction, // FCBP_CPLifecycle lifecycle, TArray&lt;FName&gt; skillsName) FCBP_Player fpsPlayer = UCGameManager::create1StViewPlayer( basic, nullptr, false, FCBP_CMovement(), FCBP_FogOfWarRevealer(), FCBP_CPSkeletal(), FCBP_CPBehavior(), FCBP_PlayerInteraction(), FCBP_CPLifecycle(), {&#34;Fireball&#34;}); // storeNewGameBoard — registers a complete game board definition // (FName name, FCBP_GameCommon gameCommon, TArray&lt;FCBP_Player&gt; players, // FCBP_Biome biome, FCBP_World world, TArray&lt;FCBP_RoomCluster&gt; roomClusters, // TArray&lt;FCBP_TileAndGrass&gt; grassAndTilePaving, TArray&lt;FCBP_Skill&gt; pawnAndCharSkills, // TArray&lt;FCBP_Inventory&gt; inventoryItems, FCBP_defineQuests defineQuests) gm-&gt;storeNewGameBoard(&#34;Level1&#34;, gameCommon, {flyPlayer}, biome, world, roomClusters, tiles, skills, inventory, questDelegate);storeNewGameBoard internals The function processes each configuration section in order:</description>
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    <language>en-us</language>
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