Updated Build for Pick Up Book & Gun Quest
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Content/Assets/Gun/GunMaterialNoDrawOver.uasset
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Content/Assets/Gun/GunMaterialNoDrawOver.uasset
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Content/Assets/Gun/SM_MERGED_Gun_Book.uasset
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Content/Assets/Gun/SM_MERGED_Gun_Book.uasset
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Content/Assets/Gun/SM_MERGED_Gun_Book_Blueprint.uasset
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Content/Assets/Gun/SM_MERGED_Gun_Book_Blueprint.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/Blueprints/Quests/Quest_Start.uasset
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Content/Blueprints/Quests/Quest_Start.uasset
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Content/Dialogue/SM_Merchant_Blueprint.uasset
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Content/Dialogue/SM_Merchant_Blueprint.uasset
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Content/Levels/Build.umap
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Content/Levels/Build.umap
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@ -64,6 +64,7 @@ void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FAct
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void UHoldToInitCombat::OnClickDown()
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{
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if (!bHasBookAndGun) return;
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if (Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->bIsInCombat) return;
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if (ReloadTimer > 0.0f) return;
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if (GunEffect)
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@ -24,6 +24,8 @@ public:
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UUserWidget* InitCombatWidget;
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UPROPERTY()
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TSubclassOf<UUserWidget> InitCombatWidgetClass;
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UPROPERTY(BlueprintReadWrite)
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bool bHasBookAndGun = false;
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UPROPERTY()
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UNiagaraSystem* GunEffect;
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