Bugfix Combat Combos Not Initiating After a Replan
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COMP250_1_2101327_AI/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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COMP250_1_2101327_AI/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -470,10 +470,7 @@ void ATurnBaseCombatV2::EnemyTurn()
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EnemyActionPlan = EnemyGOAPAgent->Plan(GetWorldState(), EnemyGOAPAgent->Goals);
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EnemyActionPlan = EnemyGOAPAgent->Plan(GetWorldState(), EnemyGOAPAgent->Goals);
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ClearActionPlanWidget();
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ClearActionPlanWidget();
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UpdateActionPlanWidget();
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UpdateActionPlanWidget();
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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ActionEffects = EnemyActionPlan[0]->Effects;
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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ToggleButtons();
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return;
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}
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}
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if (ActionEffects.Contains("PlayerHealth"))
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if (ActionEffects.Contains("PlayerHealth"))
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@ -507,6 +504,8 @@ void ATurnBaseCombatV2::EnemyTurn()
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EnemyActionPlan.RemoveAt(0);
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EnemyActionPlan.RemoveAt(0);
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UpdateResourceBars();
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UpdateResourceBars();
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ClearActionPlanWidget();
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UpdateActionPlanWidget();
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}
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}
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else
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else
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{
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{
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