Updated Quests for Final Kill Boss Quest
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Quests/Quest_FinalMain.uasset
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Content/Blueprints/Quests/Quest_SistersPendant.uasset
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Content/Blueprints/Quests/Quest_SistersPendant_PT2.uasset
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@ -95,6 +95,9 @@ void UDialogueNPC::NextDialogue()
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}
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GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle);
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DialogueText->SetText(FText::FromString(""));
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Choice1Text->SetText(CurrentDialoguePath->ChoiceText1);
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Choice2Text->SetText(CurrentDialoguePath->ChoiceText2);
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Choice3Text->SetText(CurrentDialoguePath->ChoiceText3);
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Choice1Button->SetVisibility(ESlateVisibility::Visible);
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if (Choice2Text->GetText().ToString() != "") Choice2Button->SetVisibility(ESlateVisibility::Visible);
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if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible);
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@ -206,9 +209,9 @@ void UDialogueNPC::AddChoices(UDialoguePath* ParentPath, FText ChoiceText1, FTex
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Out_ChoicePath1 = ParentPath->Choices[0];
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Out_ChoicePath2 = ParentPath->Choices[1];
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Out_ChoicePath3 = ParentPath->Choices[2];
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Choice1Text->SetText(ChoiceText1);
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Choice2Text->SetText(ChoiceText2);
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Choice3Text->SetText(ChoiceText3);
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ParentPath->ChoiceText1 = ChoiceText1;
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ParentPath->ChoiceText2 = ChoiceText2;
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ParentPath->ChoiceText3 = ChoiceText3;
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}
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UDialoguePath* UDialogueNPC::AddQuest(UDialoguePath* DialoguePath, UQuest* Quest)
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@ -21,6 +21,13 @@ public:
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UPROPERTY(BlueprintReadWrite)
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TArray<UDialoguePath*> Choices;
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UPROPERTY()
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FText ChoiceText1;
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UPROPERTY()
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FText ChoiceText2;
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UPROPERTY()
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FText ChoiceText3;
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};
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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