Bugfix Choosing Another Option Other Than a Add Quest Breaks Dialogue

This commit is contained in:
Philip W 2023-05-04 06:59:05 +01:00
parent daaa624dd9
commit 2ab212324b
4 changed files with 2 additions and 4 deletions

View File

@ -116,6 +116,7 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
void UDialogueNPC::StartDialogue()
{
Quests.Empty();
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("SetRootDialoguePath"));
GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
@ -166,7 +167,6 @@ void UDialogueNPC::EndDialogue()
UDialoguePath* UDialogueNPC::CreateRootDialoguePath()
{
//RootDialoguePath = NewObject<UDialoguePath>();
return NewObject<UDialoguePath>();
}

View File

@ -8,9 +8,7 @@
#include "GameFramework/CharacterMovementComponent.h"
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
#include "Components/PawnNoiseEmitterComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/KismetMathLibrary.h"

View File

@ -65,6 +65,7 @@ public:
bool HasQuestFlag(FString FlagName) const;
private:
UPROPERTY()
UInventoryComponent* PlayerInventory;
// Quest Widget

View File

@ -3,7 +3,6 @@
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "StatusEffect.generated.h"
/**