Merge branch 'recolour-merchantUI' into dev
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70ee7e5e98
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Game_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Game_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Game_UI/WBP_Settings.uasset
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Content/Blueprints/Game_UI/WBP_Settings.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Blueprints/Merchant/Merchant_UI/BuyUI.uasset
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Content/Blueprints/Merchant/Merchant_UI/BuyUI.uasset
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Content/Blueprints/Merchant/Merchant_UI/CancelUi.uasset
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Content/Blueprints/Merchant/Merchant_UI/CancelUi.uasset
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Content/Blueprints/Merchant/Merchant_UI/ExitButtonBlack.uasset
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Content/Blueprints/Merchant/Merchant_UI/ExitButtonBlack.uasset
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Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
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Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
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Content/Blueprints/Merchant/Merchant_UI/WBP_BuyHealing.uasset
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Content/Blueprints/Merchant/Merchant_UI/WBP_BuyHealing.uasset
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Content/Blueprints/Merchant/Merchant_UI/whitearrowleft.uasset
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Content/Blueprints/Merchant/Merchant_UI/whitearrowleft.uasset
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Content/Blueprints/Merchant/Merchant_UI/whitearrowright.uasset
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Content/Blueprints/Merchant/Merchant_UI/whitearrowright.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -50,13 +50,13 @@ void ATempCharacter::BeginPlay()
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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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InventoryWidget = CreateWidget<UUserWidget>(GetWorld(), InventoryMenuSub);
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InventoryWidget->SetVisibility(ESlateVisibility::Hidden);
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InventoryWidget->AddToViewport();
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EscapeMenuWidget = CreateWidget<UUserWidget>(GetWorld(), EscapeMenuSub);
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EscapeMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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EscapeMenuWidget->AddToViewport();
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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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@ -278,6 +278,8 @@ void ATempCharacter::InputEnabler()
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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PlayerController->SetIgnoreMoveInput(false);
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PlayerController->SetIgnoreLookInput(false);
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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disableTab = true;
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@ -121,12 +121,18 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* InventoryWidget;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* EscapeMenuWidget;
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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> InventoryMenuSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> EscapeMenuSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> CrossHairSub;
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