Changed TempCharacter to cache InventoryUI
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@ -54,9 +54,9 @@ void ATempCharacter::BeginPlay()
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// ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
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// ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
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// ImportantStatsWidget->AddToViewport();
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// ImportantStatsWidget->AddToViewport();
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MainMenuWidget = CreateWidget<UUserWidget>(GetWorld(), MainMenuSub);
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InventoryWidget = CreateWidget<UUserWidget>(GetWorld(), InventoryMenuSub);
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MainMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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InventoryWidget->SetVisibility(ESlateVisibility::Hidden);
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MainMenuWidget->AddToViewport();
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InventoryWidget->AddToViewport();
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}
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}
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//Binds the input we made in the setup player component to the forward vector
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//Binds the input we made in the setup player component to the forward vector
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@ -119,13 +119,13 @@ public:
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UUserWidget* ImportantStats;
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UUserWidget* ImportantStats;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* MainMenuWidget;
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UUserWidget* InventoryWidget;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> ImportantStatsSub;
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TSubclassOf<UUserWidget> ImportantStatsSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> MainMenuSub;
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TSubclassOf<UUserWidget> InventoryMenuSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> CrossHairSub;
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TSubclassOf<UUserWidget> CrossHairSub;
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