Merge branch 'volumetric-fog' into dev
# Conflicts: # Content/Blueprints/Combat_UI/CombatCharacter.uasset # Content/Levels/Build.umap
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Content/Blueprints/Combat_UI/BookWorldWidget.uasset
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Content/Blueprints/Combat_UI/BookWorldWidget.uasset
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Content/Blueprints/Game_UI/WBP_IntroText.uasset
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Content/Blueprints/Game_UI/WBP_IntroText.uasset
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Content/Blueprints/MainMenu/BP_MainMenuBook.uasset
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Content/Blueprints/MainMenu/WBP_MainMenu.uasset
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Content/Levels/Build1.umap
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Content/Levels/Build1.umap
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:7f3b2c5a2b47ee8d2c90591de82524910ff28f2c2ccb0119676d1d4f0aa133ec
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size 3469312
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Content/Levels/Testing/MainMenuLevel.umap
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Content/Levels/Testing/MainMenuLevel.umap
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Content/Levels/Testing/SneakMechanicTesting.umap
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Content/MainMenu/GM_MainMenu.uasset
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@ -25,8 +25,8 @@ void AInteraction::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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//Character & Camera refs
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//Character & Camera refs
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TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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if (TempCharacterRef != nullptr) TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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if (MainCamera != nullptr) MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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//Item refs
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//Item refs
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TargetHealingLocation = HealingItem->GetActorLocation();
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TargetHealingLocation = HealingItem->GetActorLocation();
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