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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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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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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if(GoldBalance >= ItemArray->ItemCostPrice)
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{
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@ -150,10 +149,11 @@ void ATempCharacter::LineTraceLogic()
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}
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if(GoldBalance <= 0)
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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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if(OutHit.GetActor()->ActorHasTag(Ammo))
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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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}
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}
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@ -163,7 +163,6 @@ void ATempCharacter::LineTraceLogic()
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{
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if (MyInteractable->ShopDialogWidget->IsVisible())
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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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return;
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}
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@ -178,7 +177,6 @@ void ATempCharacter::LineTraceLogic()
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{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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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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// While loop to check bisDisabled var until it changes to true
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