Bugfix Being In a Menu Breaks Game
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Content/Blueprints/Game_UI/WBP_Settings.uasset
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Content/Blueprints/Game_UI/WBP_Settings.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -143,6 +143,8 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
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void UDialogueNPC::StartDialogue()
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void UDialogueNPC::StartDialogue()
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{
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{
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Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = true;
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Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = true;
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Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->InventoryWidget->SetVisibility(ESlateVisibility::Hidden);
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Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->EscapeMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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bIsInDialogue = true;
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bIsInDialogue = true;
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Quests.Empty();
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Quests.Empty();
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BlueprintFunctions.Empty();
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BlueprintFunctions.Empty();
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@ -47,6 +47,8 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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if (bIsInCombat) return;
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if (bIsInCombat) return;
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EnemyActor = Enemy;
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EnemyActor = Enemy;
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BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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Cast<ATempCharacter>(PlayerActor)->InventoryWidget->SetVisibility(ESlateVisibility::Hidden);
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Cast<ATempCharacter>(PlayerActor)->EscapeMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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HUD->AddToViewport(-1);
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HUD->AddToViewport(-1);
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BookStaticMeshComponent->SetVisibility(true);
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BookStaticMeshComponent->SetVisibility(true);
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentage = CalculateEscapePercentage();
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