TemporarilyBroken TempCharacter.cpp
Attempted to fix the close button currently it crashes.
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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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 sha256:42aa0e6d25904de056d4d64509aa7c804155c5b3a212ada658ca10dcb63f3e32
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oid sha256:1e9ac1ff7478dfef5edd2254f1241a9b10b7b79d228f1c7fa962c0579a7b2183
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size 55403
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size 53418
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -161,7 +161,7 @@ void ATempCharacter::InputEnabler()
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ThisCamera->SetWorldLocation(OriginalCameraLocation);
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ThisCamera->SetWorldLocation(OriginalCameraLocation);
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ThisCamera->SetWorldRotation(OriginalCameraRotation);
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ThisCamera->SetWorldRotation(OriginalCameraRotation);
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ThisCamera->FieldOfView = OriginalCameraFOV;
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ThisCamera->FieldOfView = OriginalCameraFOV;
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ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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//ulog the originalcameralocation value
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//ulog the originalcameralocation value
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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}
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}
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@ -32,6 +32,12 @@ 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 = "ItemSelector")
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UUserWidget* ItemSelectorWidget;
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UPROPERTY(EditAnywhere, Category = "Widgets")
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TSubclassOf<UUserWidget> ItemSelector;
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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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