Attempted fix widget to merchant system
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								Content/Assets/Characters/Merchant/AMerchant.uasset
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								Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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							@ -40,8 +40,8 @@ void AInteraction::BeginPlay()
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	//Item Selector refs
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						//Item Selector refs
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	ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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						ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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						ItemSelectorWidget->AddToViewport();
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	ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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						ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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	//ItemSelectorWidget->AddToViewport();
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	//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
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						//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
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	Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
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						Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
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@ -102,7 +102,6 @@ void AInteraction::RemoveWidget()
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		UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
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							UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
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	}
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						}
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	UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
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						UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
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	ExitScreen();
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	if (Property == nullptr)
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						if (Property == nullptr)
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	{
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						{
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@ -121,6 +120,7 @@ void AInteraction::RemoveWidget()
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	else
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						else
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	{
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						{
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		ItemSelectorWidget->SetVisibility(ESlateVisibility::Visible);
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							ItemSelectorWidget->SetVisibility(ESlateVisibility::Visible);
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							ItemSelectorWidget->SetRenderOpacity(1);
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		bisDisabled = false;
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							bisDisabled = false;
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	}
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						}
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}
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					}
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@ -42,6 +42,19 @@ void ATempCharacter::BeginPlay()
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	//UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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						//UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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	Ammo = TEXT("Ammo");
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						Ammo = TEXT("Ammo");
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	NoiseEmitter = Cast<UPawnNoiseEmitterComponent>(this->FindComponentByClass(UPawnNoiseEmitterComponent::StaticClass()));
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						NoiseEmitter = Cast<UPawnNoiseEmitterComponent>(this->FindComponentByClass(UPawnNoiseEmitterComponent::StaticClass()));
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						//Widget Refs
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						CrossHairWidget = CreateWidget<UUserWidget>(GetWorld(), CrossHairSub);
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						CrossHairWidget->SetVisibility(ESlateVisibility::Visible);
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						CrossHairWidget->AddToViewport();
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						ImportantStatsWidget = CreateWidget<UUserWidget>(GetWorld(), ImportantStatsSub);
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						ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
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						ImportantStatsWidget->AddToViewport();
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						MainMenuWidget = CreateWidget<UUserWidget>(GetWorld(), MainMenuSub);
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						MainMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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						MainMenuWidget->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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@ -37,8 +37,8 @@ public:
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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						UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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	class UInventoryComponent* Inventory; //Using the InventoryComponent class
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						class UInventoryComponent* Inventory; //Using the InventoryComponent class
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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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						//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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	UUserWidget* ItemSelectorWidget;
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						//UUserWidget* ItemSelectorWidget;
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	// Called to bind functionality to input
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						// Called to bind functionality to input
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	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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						virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -100,8 +100,26 @@ public:
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	bool isInStealth = false;
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						bool isInStealth = false;
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						UPROPERTY()
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						UUserWidget* ImportantStatsWidget;
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						UPROPERTY()
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						UUserWidget* CrossHairWidget;
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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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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* MainMenuWidget;
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						UPROPERTY(EditAnywhere, Category= "Widgets")
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						TSubclassOf<UUserWidget> ImportantStatsSub;
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						UPROPERTY(EditAnywhere, Category= "Widgets")
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						TSubclassOf<UUserWidget> MainMenuSub;
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						UPROPERTY(EditAnywhere, Category= "Widgets")
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						TSubclassOf<UUserWidget> CrossHairSub;
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};
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					};
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