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  Public Member Functions inherited from SCR_SpawnHandlerComponent | 
| SCR_ESpawnResult  | CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) | 
|   | Can a player be spawned with provided data?  
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| SCR_ESpawnResult  | HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity) | 
|   | Handle request - validate resources, try to spawn, prepare and pass ownership to player.  
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| void  | OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) | 
|   | Called when the finalisation process begins.  
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| bool  | CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) | 
|   | Called periodically to ask whether finalization can be finished.  
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| SCR_ESpawnResult  | FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) | 
|   | Finalise request - validate resources, try to spawn, prepare and pass ownership to player.  
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| void  | OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) | 
|   | Request finalized (player spawned).  
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| bool  | CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result) | 
|   | Can a player spawn, based on the provided data?  
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  Protected Member Functions inherited from SCR_SpawnHandlerComponent | 
| SCR_RespawnSystemComponent  | GetRespawnSystemComponent () | 
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| override void  | OnPostInit (IEntity owner) | 
|   | Initialises the handler by finding necessary dependencies.  
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| bool  | ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) | 
|   | Verifies provided data.  
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| SCR_ESpawnResult  | SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity) | 
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| bool  | ValidatePrefab_S (ResourceName resourceName) | 
|   | Verifies provided prefab.  
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| bool  | PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) | 
|   | Prepare an entity on the server side prior to passing ownership.  
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| bool  | AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) | 
|   | Assign the entity ownership and set is as the controlled entity of provided player.  
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| void  | HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) | 
|   | In cases where an entity is spawned, it might be desirable to dispose of it if it e.g.  
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| bool  | ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) | 
|   | Check whether spawned entity should be deleted if the spawn process failed.  
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| void  | HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data) | 
|   | Called after new entity is assigned to the player.  
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  Protected Attributes inherited from SCR_SpawnHandlerComponent | 
| bool  | m_bDestroyPreviousControlledEntity | 
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| bool  | m_bDeletePreviousControlledEntity | 
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