Updated TempCharacter to start fixing bugs
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Content/Blueprints/Items/ItemsInWorld/BP_Azos.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Azos.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Eis.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Eis.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Iroquoid.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Iroquoid.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Probertium.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_Probertium.uasset
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@ -142,18 +142,31 @@ void ATempCharacter::LineTraceLogic()
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FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector();
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Pawn, TraceParams);
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if (bHit)
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{
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//we store the GetItem function from InventoryComponent into ItemArray variable
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if (OutHit.GetActor() == nullptr)
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{
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return;
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}
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if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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if(OutHit.GetActor()->ActorHasTag(TEXT("Probertium")))
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{
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OutHit.GetActor()->Destroy();
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}
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else if(OutHit.GetActor()->ActorHasTag(TEXT("Iroquid")))
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{
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OutHit.GetActor()->Destroy();
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}
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else if (OutHit.GetActor()->ActorHasTag(TEXT("Azos")))
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{
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OutHit.GetActor()->Destroy();
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}
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else if (OutHit.GetActor()->ActorHasTag(TEXT("Eis")))
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{
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OutHit.GetActor()->Destroy();
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}
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if (GoldBalance >= ItemArray->ItemCostPrice)
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@ -166,10 +179,6 @@ void ATempCharacter::LineTraceLogic()
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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}
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if (OutHit.GetActor()->ActorHasTag(Ammo))
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{
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OutHit.GetActor()->Destroy();
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}
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}
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// if the actor hit has the interaction component/script then it will activate the code
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