Bugfix Inventory not Opening After Unequipping any Gadget
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EndlessVendetta/EndlessVendetta.sln.DotSettings.user
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2
EndlessVendetta/EndlessVendetta.sln.DotSettings.user
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@ -0,0 +1,2 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/Environment/Highlighting/HighlightingSourceSnapshotLocation/@EntryValue">C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr</s:String></wpf:ResourceDictionary>
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@ -51,8 +51,8 @@ bool AGadgetBase::Unequip()
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer());
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Subsystem->RemoveMappingContext(GadgetMappingContext);
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UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent);
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EnhancedInputComponent->ClearActionBindings();
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// UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent);
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// EnhancedInputComponent->ClearActionBindings();
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return true;
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}
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@ -72,7 +72,7 @@ protected:
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bool GadgetCantBeUsed()
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{
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return GadgetOnCooldown|| GadgetInUse;
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return GadgetOnCooldown || GadgetInUse || !Equipped;
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}
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// Called when the game starts or when spawned
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