Bugfix Quest System for Pendant Quest
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Quests/Quest_SistersPendant.uasset
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Content/Blueprints/Quests/Quest_SistersPendant.uasset
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Content/Blueprints/Quests/Quest_SistersPendant_PT2.uasset
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Content/Blueprints/Quests/Quest_SistersPendant_PT2.uasset
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Content/Dialogue/SM_Merchant_Blueprint.uasset
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Content/Levels/Build.umap
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@ -60,8 +60,9 @@ void UDialogueNPC::NextDialogue()
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NextArrow->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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return;
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}
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if (CurrentDialogueStringPath[FMath::Clamp(DialogueIndex + 1, 0, CurrentDialogueStringPath.Num() - 1)].Mid(0, 2) == "##")
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if (CurrentDialogueStringPath[FMath::Clamp(DialogueIndex + 1, 0, CurrentDialogueStringPath.Num() - 1)].Mid(0, 2) == "--")
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{
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UE_LOG(LogTemp, Warning, TEXT("DialogueIndex: %d"), UKismetStringLibrary::Conv_StringToInt(CurrentDialogueStringPath[DialogueIndex].RightChop(3)));
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Cast<UQuestSystem>(GetWorld()->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UQuestSystem::StaticClass()))->AddQuest(Quests[UKismetStringLibrary::Conv_StringToInt(CurrentDialogueStringPath[DialogueIndex].RightChop(3))]);
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DialogueIndex++;
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}
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@ -142,6 +143,9 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
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void UDialogueNPC::StartDialogue()
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{
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Quests.Empty();
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BlueprintFunctions.Empty();
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ItemIndexes.Empty();
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QuestFlags.Empty();
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("SetRootDialoguePath"));
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GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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@ -216,7 +220,7 @@ void UDialogueNPC::AddChoices(UDialoguePath* ParentPath, FText ChoiceText1, FTex
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UDialoguePath* UDialogueNPC::AddQuest(UDialoguePath* DialoguePath, UQuest* Quest)
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{
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DialoguePath->Dialogue.Add(FText::FromString("## " + Quests.Num()).ToString());
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DialoguePath->Dialogue.Add(FText::FromString("-- " + FString::FromInt(Quests.Num())).ToString());
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Quests.Add(Quests.Num(), Quest);
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return DialoguePath;
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}
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