Bugfix Choosing Another Option Other Than a Add Quest Breaks Dialogue
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@ -116,6 +116,7 @@ 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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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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@ -166,7 +167,6 @@ void UDialogueNPC::EndDialogue()
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UDialoguePath* UDialogueNPC::CreateRootDialoguePath()
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{
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//RootDialoguePath = NewObject<UDialoguePath>();
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return NewObject<UDialoguePath>();
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}
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@ -8,9 +8,7 @@
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#include "GameFramework/CharacterMovementComponent.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
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#include "Components/PawnNoiseEmitterComponent.h"
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#include "Components/SphereComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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@ -65,6 +65,7 @@ public:
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bool HasQuestFlag(FString FlagName) const;
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private:
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UPROPERTY()
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UInventoryComponent* PlayerInventory;
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// Quest Widget
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@ -3,7 +3,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "StatusEffect.generated.h"
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/**
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