Removed Merchant Soft Lock for Build
Merchant SEVERELY BUGGY FUNCTIONALITY HAS BEEN DISABLED
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/Blueprints/Display_UI/BP_ImportantStats.uasset
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Content/Blueprints/Display_UI/BP_ImportantStats.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Levels/Build.umap
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@ -41,7 +41,7 @@ void AInteraction::BeginPlay()
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//Item Selector refs
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//Item Selector refs
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ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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ItemSelectorWidget->AddToViewport();
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//ItemSelectorWidget->AddToViewport();
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//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
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//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
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Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
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Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
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@ -102,6 +102,7 @@ void AInteraction::RemoveWidget()
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UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
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UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
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}
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}
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UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
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UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
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ExitScreen();
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if (Property == nullptr)
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if (Property == nullptr)
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{
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{
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@ -11,7 +11,7 @@ UQuestSystem::UQuestSystem()
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// off to improve performance if you don't need them.
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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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PrimaryComponentTick.bCanEverTick = true;
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static ConstructorHelpers::FClassFinder<UUserWidget> QuestWidgetClass(TEXT("/Game/Quest_UI/Quest_UI"));
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static ConstructorHelpers::FClassFinder<UUserWidget> QuestWidgetClass(TEXT("/Game/Blueprints/Quest_UI/Quest_UI"));
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QuestWidget = QuestWidgetClass.Class;
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QuestWidget = QuestWidgetClass.Class;
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}
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}
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