Bugfix Inventory not Opening After Unequipping any Gadget

This commit is contained in:
Rafal Swierczek 2024-04-17 13:19:16 +01:00
parent fcd0d4ab20
commit 805f7e384b
3 changed files with 5 additions and 3 deletions

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@ -0,0 +1,2 @@
<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">
<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()
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()); UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer());
Subsystem->RemoveMappingContext(GadgetMappingContext); Subsystem->RemoveMappingContext(GadgetMappingContext);
UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent); // UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent);
EnhancedInputComponent->ClearActionBindings(); // EnhancedInputComponent->ClearActionBindings();
return true; return true;
} }

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@ -72,7 +72,7 @@ protected:
bool GadgetCantBeUsed() bool GadgetCantBeUsed()
{ {
return GadgetOnCooldown|| GadgetInUse; return GadgetOnCooldown || GadgetInUse || !Equipped;
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned