From d2d67a5bead452d1702d2943d437121d3044af1c Mon Sep 17 00:00:00 2001 From: PHILIP White Date: Sat, 20 May 2023 00:55:20 +0100 Subject: [PATCH] Bugfix Being In a Menu Breaks Game --- Content/Blueprints/Game_UI/WBP_Settings.uasset | 4 ++-- Content/Blueprints/Player/BP_MyTempCharacter.uasset | 4 ++-- Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp | 2 ++ .../the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp | 2 ++ 4 files changed, 8 insertions(+), 4 deletions(-) diff --git a/Content/Blueprints/Game_UI/WBP_Settings.uasset b/Content/Blueprints/Game_UI/WBP_Settings.uasset index d88e881..d1849fd 100644 --- a/Content/Blueprints/Game_UI/WBP_Settings.uasset +++ b/Content/Blueprints/Game_UI/WBP_Settings.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e9d22376f2fb50636b331ed3f98ea67cfa493f50e8e7780b51cb447006bf4149 -size 106288 +oid sha256:c2e39579f2872ca8b9d5290cb2c075feed9a80795102a876df5c50592197fe2d +size 99082 diff --git a/Content/Blueprints/Player/BP_MyTempCharacter.uasset b/Content/Blueprints/Player/BP_MyTempCharacter.uasset index 10d8726..3d39470 100644 --- a/Content/Blueprints/Player/BP_MyTempCharacter.uasset +++ b/Content/Blueprints/Player/BP_MyTempCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9d51720d0155e24d8c1077f76154bfa2da1d0ee02448fb00c085b1f3685ff6ab -size 189646 +oid sha256:6999d25d12c703c5fb560262ace693611ccda3ce93b6ee97807c6ecbf7ed9560 +size 198192 diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp index 253ac18..e0b82ad 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp @@ -143,6 +143,8 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom void UDialogueNPC::StartDialogue() { Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = true; + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->InventoryWidget->SetVisibility(ESlateVisibility::Hidden); + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->EscapeMenuWidget->SetVisibility(ESlateVisibility::Hidden); bIsInDialogue = true; Quests.Empty(); BlueprintFunctions.Empty(); diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index 429bd01..0cb7e13 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -47,6 +47,8 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot) if (bIsInCombat) return; EnemyActor = Enemy; BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible); + Cast(PlayerActor)->InventoryWidget->SetVisibility(ESlateVisibility::Hidden); + Cast(PlayerActor)->EscapeMenuWidget->SetVisibility(ESlateVisibility::Hidden); HUD->AddToViewport(-1); BookStaticMeshComponent->SetVisibility(true); EscapePercentage = CalculateEscapePercentage();