Attempted to reference UserWidget
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:fb0a77b0f469d017557974965bdd05383d263fdb8e96bb7d176fd760f02c53f2
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size 30012
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oid sha256:09a051db65cef4e2912e96de44ad4da440b1c6fcc0ca839236ec49dc0eb8b943
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size 29574
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:e11da137b25dda1d74cb3fcbcc1feaaa4fa3d8cffb13e8994b75a01e3691eed7
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oid sha256:9e83d7e34f1e94c19d2edbe7aa2755b6261c1c7ddb3628e668fd77a1356b59e0
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size 23038
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BIN
Content/Merchant/BP_MerchantGameMode.uasset
(Stored with Git LFS)
BIN
Content/Merchant/BP_MerchantGameMode.uasset
(Stored with Git LFS)
Binary file not shown.
@ -13,12 +13,23 @@ ATempCharacter::ATempCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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//WidgetRef = CreateDefaultSubobject<UUserWidget>(TEXT("Widget Reference"));
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//FStringClassReference WidgetClassRef(TEXT("/Game/Merchant/BP_OPENDIAL.BP_OPENDIAL"));
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//WidgetClass = WidgetClassRef.TryLoadClass<UUserWidget>();
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//WidgetClass = CreateWidget<UUserWidget>(GetWorld(),WidgetClass);
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if(WidgetRef)
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{
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WidgetRef->AddToViewport(0);
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}
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}
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// Called when the game starts or when spawned
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void ATempCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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//Binds the input we made in the setup player component to the forward vector
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@ -68,44 +79,14 @@ void ATempCharacter::LineTraceLogic()
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TraceParams.AddIgnoredActor(this);
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/*bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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if (OutHit.GetActor()->ActorHasTag("MerchantTag"))
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{
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FStringClassReference WidgetRef(TEXT("WidgetBlueprint/Game/Merchant/BP_OPENDIAL.BP_OPENDIAL"));
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TSubclassOf<class UUserWidget> WidgetLoad = WidgetRef.TryLoadClass<UUserWidget>();
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UUserWidget* TestWidget = CreateWidget<UUserWidget>(this, WidgetLoad, FName(TEXT("MyWidget")));
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if(TestWidget)
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{
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TestWidget->AddToViewport(0);
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}
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WidgetRef->AddToViewport(0);
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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}
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}
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*/
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// In a constructor
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FStringClassReference MyWidgetClassRef(TEXT("/Game/Widgets/TestWidget.TestWidget_C"));
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// Get the widget class
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TSubclassOf<class UUserWidget> TestWidgetClass = MyWidgetClassRef.TryLoadClass<UUserWidget>();
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// ... then to display you widget do
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// Check if class was found
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if (TestWidgetClass )
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{
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// Create the widget
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UUserWidget* TestWidget= CreateWidget<UUserWidget>(this, TestWidgetClass, FName(TEXT("MyWidget")));
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// Check if widget was created
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if (TestWidget)
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{
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TestWidget->AddToViewport();
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}
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}
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// I GIVE UP LOL!
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}
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@ -38,4 +38,12 @@ public:
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float TraceDistance = 200;
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void LineTraceLogic();
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UPROPERTY(EditBlueprintReadWrite, meta = (BindWidget))
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UUserWidget* WidgetRef;
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//private:
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//UPROPERTY(EditDefaultsOnly)
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//TSubclassOf<UUserWidget> WidgetClass;
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};
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