Bugfix Open World Intro Cinematic Locking Player Even when no Cinematic is Being Played
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EndlessVendetta/Content/BountySystem/ApartmentBounty/Cinematics/OpenWorldIntroCinematic.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/Cinematics/OpenWorldIntroCinematic.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_WaveComputer.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_WaveComputer.uasset
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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_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/Levels/OpenWorldRework.umap
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EndlessVendetta/Content/Levels/OpenWorldRework.umap
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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@ -49,6 +49,13 @@ public:
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly)
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bool EnteredApartmentThroughVent = false;
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bool EnteredApartmentThroughVent = false;
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UFUNCTION(BlueprintCallable)
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bool IsFirstPlaythrough()
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{
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if (!IsValid(MainSaveGameInstanceRef)) return false;
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return MainSaveGameInstanceRef->bFirstPlaythroughSave;
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}
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protected:
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protected:
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virtual void OnStart() override;
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virtual void OnStart() override;
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