Bugfix Crash on Second Play Through
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				@ -144,30 +144,11 @@ void ASeagullGameCharacter::StartGame()
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	}
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	GetWorld()->GetTimerManager().SetTimer(GameTimerHandle, this, &ASeagullGameCharacter::EndGame, GameTime, false);
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	FTimerHandle CravingTimerHandle;
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	GetWorld()->GetTimerManager().SetTimer(CravingTimerHandle, [this]()
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	if (GetWorld()->GetTimerManager().IsTimerActive(CravingTimerHandle))
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	{
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		TSubclassOf<AItemActor> ItemActor = ItemActors[FMath::RandRange(0, ItemActors.Num() - 1)];
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		if (IsValid(CravingItemActor)) CravingItemActor->Destroy();
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		CravingItemActor = GetWorld()->SpawnActor(ItemActor);
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		CurrentCraving = Cast<AItemActor>(CravingItemActor)->ItemType;
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		CravingItemActor->SetActorEnableCollision(false);
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		if (!IsValid(John)) return;
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		UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(John->GetComponentByClass(UStaticMeshComponent::StaticClass()));
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		if (!MeshComponent->HasAnySockets()) return;
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		CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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		FString CravingString = UEnum::GetValueAsString(CurrentCraving);
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		CravingString.Split(FString("::"), nullptr, &CravingString);
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		for (int i = 0; i < CravingString.Len(); i++)
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		{
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			if (CravingString[i] >= 'A' && CravingString[i] <= 'Z')
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			{
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				CravingString.InsertAt(i, " ");
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				i++;
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			}
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		}
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		CravingItemName = CravingString;
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	}, 60, true, 2);
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		GetWorld()->GetTimerManager().ClearTimer(CravingTimerHandle);
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	}
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	GetWorld()->GetTimerManager().SetTimer(CravingTimerHandle, this, &ASeagullGameCharacter::SetCravingItem, 60, true, 2);
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}
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void ASeagullGameCharacter::EndGame()
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@ -205,6 +186,30 @@ void ASeagullGameCharacter::Scroll(const FInputActionValue& Value)
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	}
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}
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void ASeagullGameCharacter::SetCravingItem()
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{
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	const TSubclassOf<AItemActor> ItemActor = ItemActors[FMath::RandRange(0, ItemActors.Num() - 1)];
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	if (IsValid(CravingItemActor)) CravingItemActor->Destroy();
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	CravingItemActor = GetWorld()->SpawnActor(ItemActor);
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	CurrentCraving = Cast<AItemActor>(CravingItemActor)->ItemType;
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	CravingItemActor->SetActorEnableCollision(false);
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	if (!IsValid(John)) return;
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	UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(John->GetComponentByClass(UStaticMeshComponent::StaticClass()));
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	if (!MeshComponent->HasAnySockets()) return;
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	CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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	FString CravingString = UEnum::GetValueAsString(CurrentCraving);
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	CravingString.Split(FString("::"), nullptr, &CravingString);
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	for (int i = 0; i < CravingString.Len(); i++)
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	{
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		if (CravingString[i] >= 'A' && CravingString[i] <= 'Z')
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		{
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			CravingString.InsertAt(i, " ");
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			i++;
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		}
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	}
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	CravingItemName = CravingString;
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}
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void ASeagullGameCharacter::PickupItem()
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{
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	OnPlayerPickupItem.Broadcast();
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@ -100,6 +100,8 @@ public:
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	UFUNCTION(Category = "General")
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	void Scroll(const FInputActionValue& Value);
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	UFUNCTION(BlueprintCallable, Category = "Item")
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	void SetCravingItem();
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	UFUNCTION(BlueprintCallable, Category = "Item")
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	void PickupItem();
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	UFUNCTION(BlueprintCallable, Category = "Item")
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@ -126,6 +128,8 @@ public:
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	FString CravingItemName;
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	UPROPERTY(BlueprintReadOnly, Category = "Item")
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	FString HeldItemName;
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	UPROPERTY(BlueprintReadOnly, Category = "Item")
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	FTimerHandle CravingTimerHandle;
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	UPROPERTY(BlueprintReadOnly, Category = "John")
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	AActor* John;
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