Fix for Version Conflict
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e4709f35e7
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@ -17,7 +17,7 @@ ManualIPAddress=
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss")
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/MainMenu/MainMenu.MainMenu
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EditorStartupMap=/Game/Levels/Top_layer_level.Top_layer_level
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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@ -26,7 +26,7 @@ ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/MainMenu/MainMenu.MainMenu
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GameDefaultMap=/Game/Levels/Top_layer_level.Top_layer_level
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/Merchant/BP_MerchantGameMode.BP_MerchantGameMode_C
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GlobalDefaultServerGameMode=None
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Content/BlueprintAI/AI/AIBruh.uasset
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Content/BlueprintAI/AI/AIBruh.uasset
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Content/BlueprintAI/AI/AIC_Enemy.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/BlueprintAI/AI/BB_Bruh.uasset
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Content/BlueprintAI/AI/BB_Bruh.uasset
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Content/BlueprintAI/AI/BB_Enemy.uasset
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Content/BlueprintAI/AI/BTT_Chase.uasset
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Content/BlueprintAI/AI/BTT_ChaseBruh.uasset
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Content/BlueprintAI/AI/BTT_ChaseBruh.uasset
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Content/BlueprintAI/AI/BTT_FindRandomPatrol.uasset
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Content/BlueprintAI/AI/BT_Bruh.uasset
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Content/BlueprintAI/AI/BT_Bruh.uasset
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Content/BlueprintAI/AI/BT_Enemy.uasset
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Content/BlueprintAI/BruhAI/AIBruh.uasset
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Content/BlueprintAI/BruhAI/AIBruh.uasset
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Content/BlueprintAI/BruhAI/AIControllerBruh.uasset
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Content/BlueprintAI/BruhAI/AIControllerBruh.uasset
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Content/BlueprintAI/BruhAI/BB_Bruh.uasset
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Content/BlueprintAI/BruhAI/BB_Bruh.uasset
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Content/BlueprintAI/BruhAI/BTT_ChaseBruh.uasset
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Content/BlueprintAI/BruhAI/BTT_ChaseBruh.uasset
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Content/BlueprintAI/BruhAI/BTT_FindRandomPatrol.uasset
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Content/BlueprintAI/BruhAI/BT_Bruh.uasset
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Content/BlueprintAI/BruhAI/BT_Bruh.uasset
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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/Levels/Top_layer_level.umap
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Content/Levels/Top_layer_level.umap
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Content/Levels/TurnBaseSystemV2Test.umap
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Content/Levels/TurnBaseSystemV2Test.umap
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@ -3,7 +3,6 @@
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#include "EatableItems.h"
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#include "BehaviorTree/BehaviorTreeTypes.h"
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#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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@ -46,6 +46,8 @@ void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FAct
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{
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//Enter Combat Mode
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Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->StartCombat(TargetEnemy);
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//UBlackboardComponent* TargetEnemyBlackboard = Cast<UBlackboardComponent>(TargetEnemy->GetComponentByClass(UBlackboardComponent::StaticClass()));
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//TargetEnemyBlackboard->SetValueAsBool("IsInCombat", true);
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OnRightClickUp();
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}
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}
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@ -83,6 +85,11 @@ AActor* UHoldToInitCombat::LookingAtEnemy() const
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{
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return HitResult.GetActor();
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}
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if (HitResult.GetActor()->Tags.Contains("Break"))
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{
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HitResult.GetActor()->Destroy();
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return nullptr;
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}
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}
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DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
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return nullptr;
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@ -10,7 +10,7 @@ public class the_twilight_abyss : ModuleRules
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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