Updated Quest UI to Display Tasks
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Content/Blueprints/Quest_UI/Quest_UI.uasset
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Content/Blueprints/Quest_UI/Quest_UI.uasset
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Content/Dialogue/DialogueTest.umap
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Content/Dialogue/DialogueTest.umap
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Content/Dialogue/NPCTest.uasset
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Content/Dialogue/NPCTest.uasset
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@ -13,7 +13,7 @@ UDialogueNPC::UDialogueNPC()
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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static ConstructorHelpers::FClassFinder<UUserWidget> DialogueWidgetClass(TEXT("/Game/Dialogue/TextPrompt"));
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static ConstructorHelpers::FClassFinder<UUserWidget> DialogueWidgetClass(TEXT("/Game/Blueprints/Quest_UI/Quest_UI"));
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DialogueWidget = DialogueWidgetClass.Class;
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}
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@ -11,7 +11,8 @@ UQuestSystem::UQuestSystem()
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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static ConstructorHelpers::FClassFinder<UUserWidget> QuestWidgetClass(TEXT("/Game/Dialogue/TextPrompt"));
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QuestWidget = QuestWidgetClass.Class;
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}
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@ -20,7 +21,6 @@ void UQuestSystem::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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@ -30,6 +30,5 @@ void UQuestSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Components/TextBlock.h"
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#include "QuestSystem.generated.h"
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@ -20,6 +21,9 @@ protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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UPROPERTY()
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TSubclassOf<UUserWidget> QuestWidget;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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