Potential fix for merchant system UI
** POTENTIALLY FIXED NEED TO TEST**
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@ -219,6 +219,11 @@ void ATempCharacter::InputDisabler()
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{
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{
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PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
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PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
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}
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}
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//TURNING OFF CROSSHAIR
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CrossHairWidget->SetVisibility(ESlateVisibility::Hidden);
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ImportantStatsWidget->SetVisibility(ESlateVisibility::Hidden);
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//Set to UI Mode Only
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//Set to UI Mode Only
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeUIOnly());
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PlayerController->SetInputMode(FInputModeUIOnly());
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@ -36,9 +36,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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class UInventoryComponent* Inventory; //Using the InventoryComponent class
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class UInventoryComponent* Inventory; //Using the InventoryComponent class
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//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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//UUserWidget* ItemSelectorWidget;
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// Called to bind functionality to input
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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