diff --git a/Content/Blueprints/Combat_UI/CombatCharacter.uasset b/Content/Blueprints/Combat_UI/CombatCharacter.uasset index 6078475..c49d3cd 100644 --- a/Content/Blueprints/Combat_UI/CombatCharacter.uasset +++ b/Content/Blueprints/Combat_UI/CombatCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:53c111471c3a161fb4ed5408ebeac5cfca08d224652308dbb07cac6d7b829d6b -size 76303 +oid sha256:e7b65b297ddbb306a093e271695635dfbaa96bb5a1f3c6fd0ce26ecd774a48e5 +size 71609 diff --git a/Content/Blueprints/Player/BP_MyTempCharacter.uasset b/Content/Blueprints/Player/BP_MyTempCharacter.uasset index b161173..3667ddf 100644 --- a/Content/Blueprints/Player/BP_MyTempCharacter.uasset +++ b/Content/Blueprints/Player/BP_MyTempCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8e348a27c5a931226dba531ec739fec1e28b9f912e91b46078ed811fe50f06bd -size 54956 +oid sha256:f2a39b15f6e64703046d9cb9b437b04838acc10eb1f1465c94bd6d8b2c4395ed +size 55131 diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index 6710218..4fb59cd 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -140,7 +140,6 @@ void ATempCharacter::LineTraceLogic() } if(OutHit.GetActor()->FindComponentByClass()) { - UE_LOG(LogTemp, Display, TEXT("Hit Merchant")); auto ItemArray = OutHit.GetActor()->FindComponentByClass()->GetItem(0); if(GoldBalance >= ItemArray->ItemCostPrice) { @@ -150,10 +149,11 @@ void ATempCharacter::LineTraceLogic() } if(GoldBalance <= 0) { - UE_LOG(LogTemp, Display, TEXT("Not Enough Gold")); + return; } if(OutHit.GetActor()->ActorHasTag(Ammo)) { + UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated")); OutHit.GetActor()->Destroy(); } } @@ -163,7 +163,6 @@ void ATempCharacter::LineTraceLogic() { if (MyInteractable->ShopDialogWidget->IsVisible()) { - UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible")); bShopKeeperText = true; return; } @@ -178,7 +177,6 @@ void ATempCharacter::LineTraceLogic() { DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f); MyInteractable->OnInteract(); - UE_LOG(LogTemp, Display, TEXT("OnInteract activated")); UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName()); // While loop to check bisDisabled var until it changes to true