Updated TempCharacter to remove unused Ulogs
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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/Player/BP_MyTempCharacter.uasset
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								Content/Blueprints/Player/BP_MyTempCharacter.uasset
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							@ -140,7 +140,6 @@ void ATempCharacter::LineTraceLogic()
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		}
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							}
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		if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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							if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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		{
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							{
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			UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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			auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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								auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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			if(GoldBalance >= ItemArray->ItemCostPrice)
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								if(GoldBalance >= ItemArray->ItemCostPrice)
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			{
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								{
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@ -150,10 +149,11 @@ void ATempCharacter::LineTraceLogic()
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			}
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								}
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			if(GoldBalance <= 0)
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								if(GoldBalance <= 0)
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			{
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								{
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				UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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									return;
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			}
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								}
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			if(OutHit.GetActor()->ActorHasTag(Ammo))
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								if(OutHit.GetActor()->ActorHasTag(Ammo))
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			{
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								{
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									UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated"));
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				OutHit.GetActor()->Destroy();
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									OutHit.GetActor()->Destroy();
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			}
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								}
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		}
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							}
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@ -163,7 +163,6 @@ void ATempCharacter::LineTraceLogic()
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		{
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							{
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			if (MyInteractable->ShopDialogWidget->IsVisible())
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								if (MyInteractable->ShopDialogWidget->IsVisible())
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			{
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								{
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				UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible"));
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				bShopKeeperText = true;
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									bShopKeeperText = true;
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				return;
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									return;
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			}
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								}
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@ -178,7 +177,6 @@ void ATempCharacter::LineTraceLogic()
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				{
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									{
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					DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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										DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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					MyInteractable->OnInteract();
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										MyInteractable->OnInteract();
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					UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
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					UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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										UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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					// While loop to check bisDisabled var until it changes to true
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										// While loop to check bisDisabled var until it changes to true
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