Updated TempCharacter, WBPHealth
Made the health and gold variables for the character blueprintable to start implimenting them into basic UI for visual representation.
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:2d7ccaf051f8d3706e6e480f5aebd22ad5a2a2ea15da6a2002f35e130ac89ae3
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oid sha256:19c69f36533921dc7c6c9bf55bb290288d4878ab2c71f5af7f9bdba8a7aafab3
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size 35883
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size 28410
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@ -16,6 +16,8 @@ ATempCharacter::ATempCharacter()
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
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Inventory->MaxItemSlots = 10;
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Inventory->MaxItemSlots = 10;
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GoldBalance = GoldBalance;
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Health = Health;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -41,10 +41,10 @@ public:
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void LineTraceLogic();
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void LineTraceLogic();
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Health")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
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float Health;
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float Health;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Gold")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Gold")
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int GoldBalance;
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int GoldBalance;
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//Using the item in the inventory
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//Using the item in the inventory
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