Bugfix TTuple Error Cannot be Macroed
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6609476eec
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@ -36,6 +36,7 @@ void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FA
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bool UInventoryComponent::AddItem(UBaseItem* Item)
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bool UInventoryComponent::AddItem(UBaseItem* Item)
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{
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{
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return false;
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}
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}
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void UInventoryComponent::LineTraceForItemCheck()
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void UInventoryComponent::LineTraceForItemCheck()
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@ -76,8 +77,8 @@ FInventoryTile UInventoryComponent::IndexToTile(const int Index) const
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TTuple<UBaseItem*, bool> UInventoryComponent::GetItemAtIndex(const int Index)
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TTuple<UBaseItem*, bool> UInventoryComponent::GetItemAtIndex(const int Index)
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{
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{
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if (!InventoryItems.IsValidIndex(Index)) return std::make_tuple(nullptr, false);
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if (!InventoryItems.IsValidIndex(Index)) return MakeTuple(nullptr, false);
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return std::make_tuple(InventoryItems[Index], true);
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return MakeTuple(InventoryItems[Index], true);
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}
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}
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int UInventoryComponent::TileToIndex(const FInventoryTile InventoryTile) const
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int UInventoryComponent::TileToIndex(const FInventoryTile InventoryTile) const
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@ -18,11 +18,11 @@ public:
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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UInventoryComponent();
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UInventoryComponent();
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UPROPERTY(EditDefaultsOnly, BlueprintRead, Category="Inventory")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory")
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int Columns = 10;
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int Columns = 10;
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UPROPERTY(EditDefaultsOnly, BlueprintRead, Category="Inventory")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory")
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int Rows = 10;
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int Rows = 10;
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UPROPERTY(EditDefaultsOnly, BlueprintRead, Category="Inventory")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory")
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float MaxPickupDistance = 200.0f;
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float MaxPickupDistance = 200.0f;
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protected:
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protected:
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@ -43,7 +43,7 @@ public:
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bool IsRoomAvailable(class UBaseItem* Item, const int TopLeftIndex);
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bool IsRoomAvailable(class UBaseItem* Item, const int TopLeftIndex);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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UFUNCTION(BlueprintCallable, Category="Inventory")
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FInventoryTile IndexToTile(const int Index) const;
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FInventoryTile IndexToTile(const int Index) const;
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UFUNCTION(BlueprintCallable, Category="Inventory")
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//UFUNCTION(BlueprintCallable, Category="Inventory")
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TTuple<UBaseItem*, bool> GetItemAtIndex(const int Index);
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TTuple<UBaseItem*, bool> GetItemAtIndex(const int Index);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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UFUNCTION(BlueprintCallable, Category="Inventory")
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int TileToIndex(const FInventoryTile InventoryTile) const;
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int TileToIndex(const FInventoryTile InventoryTile) const;
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