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
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:60ead9907ef868f4417c4e7764b108261bc1bcbd8c14c12961f14e7abef1daba
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oid sha256:7fa3dc6f87da5e22b1363a0276b090306de54d36ac05c86024a47d05c8d92ae3
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size 783643
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size 1088257
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@ -214,7 +214,6 @@ void ABountyDirector::Interact()
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// Info about main bounty
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// Info about main bounty
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PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
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PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
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PC_Display->PC_Display_Info.MB_Icon = GetBountyIcon();
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PC_Display->PC_Display_Info.MB_Desc = GetBountyDescription();
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PC_Display->PC_Display_Info.MB_Desc = GetBountyDescription();
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PC_Display->PC_Display_Info.MB_Reward = GetBountyReward();
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PC_Display->PC_Display_Info.MB_Reward = GetBountyReward();
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@ -16,10 +16,7 @@ struct FPC_Display_Info
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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FString MB_Title;
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FString MB_Title;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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UTexture2D* MB_Icon;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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FString MB_Desc;
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FString MB_Desc;
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