Updated GoatAI to Trigger Attack Animations
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Content/Animations/GoatAttack/GoatAttack.uasset
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Content/Animations/GoatAttack/GoatAttack.uasset
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Content/Animations/GoatAttack/GoatAttack_Anim.uasset
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Content/Animations/GoatAttack/GoatAttack_PhysicsAsset.uasset
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Content/Animations/GoatAttack/GoatAttack_Skeleton.uasset
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@ -357,6 +357,9 @@ void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType)
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f);
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RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f);
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const FString Command2 = FString::Printf(TEXT("TriggerAttackAnimation"));
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EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
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//Ends Combat if either the player or enemy is dead
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//Ends Combat if either the player or enemy is dead
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}
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}
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