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_Eis.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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						FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector();
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	FCollisionQueryParams TraceParams;
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						FCollisionQueryParams TraceParams;
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	TraceParams.AddIgnoredActor(this);
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						TraceParams.AddIgnoredActor(this);
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	bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Pawn, TraceParams);
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						bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Pawn, TraceParams);
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	if (bHit)
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						if (bHit)
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	{
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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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							if (OutHit.GetActor() == nullptr)
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		{
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							{
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			return;
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								return;
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		}
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							}
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		if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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							if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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		{
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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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								UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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			auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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								auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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			if (GoldBalance >= ItemArray->ItemCostPrice)
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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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								{
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				UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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									UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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			}
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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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							}
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		// if the actor hit has the interaction component/script then it will activate the code
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							// if the actor hit has the interaction component/script then it will activate the code
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