Implemented Load OS BP Implementable Event

Sets up what values the player sees on the in games pc's display, values such as what bounty they're on or how much a favour will cost them
This commit is contained in:
Rafal Swierczek 2023-10-12 20:47:27 +01:00
parent 80216b098e
commit 3efc8f088d
3 changed files with 3 additions and 7 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:60ead9907ef868f4417c4e7764b108261bc1bcbd8c14c12961f14e7abef1daba
size 783643
oid sha256:7fa3dc6f87da5e22b1363a0276b090306de54d36ac05c86024a47d05c8d92ae3
size 1088257

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@ -214,7 +214,6 @@ void ABountyDirector::Interact()
// Info about main bounty
PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
PC_Display->PC_Display_Info.MB_Icon = GetBountyIcon();
PC_Display->PC_Display_Info.MB_Desc = GetBountyDescription();
PC_Display->PC_Display_Info.MB_Reward = GetBountyReward();

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@ -16,10 +16,7 @@ struct FPC_Display_Info
UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
FString MB_Title;
UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
UTexture2D* MB_Icon;
UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
FString MB_Desc;