Updated Inventory for Cleanup
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_PC.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_PC.uasset
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ddc0bd83ded6fbd643a6e2f17d8733c45f6c257ab625118ba77d639104f004b9
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size 18207
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EndlessVendetta/Content/Inventory/M_Base_Rot.uasset
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EndlessVendetta/Content/Inventory/M_Base_Rot.uasset
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EndlessVendetta/Content/Inventory/MyBaseItem.uasset
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EndlessVendetta/Content/Inventory/MyBaseItem.uasset
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EndlessVendetta/Content/Inventory/UI/UI_Inventory.uasset
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EndlessVendetta/Content/Inventory/UI/UI_Inventory.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:cc2d597e4dd0c95915c34a213b9a299bef8d337b839b2a8b9618a9a63d26732c
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size 84945
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EndlessVendetta/Content/Inventory/UI/UI_InventoryGrid.uasset
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EndlessVendetta/Content/Inventory/UI/UI_InventoryGrid.uasset
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EndlessVendetta/Content/Inventory/UI/UI_ItemWidget.uasset
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EndlessVendetta/Content/Inventory/UI/UI_ItemWidget.uasset
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EndlessVendetta/Content/Inventory/UI_Inventory.uasset
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EndlessVendetta/Content/Inventory/UI_Inventory.uasset
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EndlessVendetta/Content/Inventory/UI_InventoryGrid.uasset
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EndlessVendetta/Content/Inventory/UI_InventoryGrid.uasset
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EndlessVendetta/Content/Inventory/UI_ItemWidget.uasset
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EndlessVendetta/Content/Inventory/UI_ItemWidget.uasset
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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@ -177,7 +177,7 @@ void UInventoryComponent::RemoveItem(UBaseItem* Item)
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}
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}
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void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator Rotation)
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void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location)
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{
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}
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@ -60,7 +60,7 @@ public:
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void RemoveItem(class UBaseItem* Item);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void SpawnItem(class UBaseItem* Item, FVector Location, FRotator Rotation);
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void SpawnItem(class UBaseItem* Item, FVector Location);
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private:
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bool IsTileValid(const FInventoryTile InventoryTile) const;
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