Bugfix Primary Rifles Appear off screen
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								EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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							@ -397,6 +397,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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	if (bIsReloading) return;
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	if (IsValid(PrimaryWeapon))
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	{
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		TempUnequippedPrimary();
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		GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("IsPrimaryWeapon valid check running"));
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		PrimaryWeapon->DetachFromActor(DetatchRules);
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		PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket"));
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@ -439,7 +440,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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	}
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	//For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
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	if (PrimaryWeaponClass != nullptr)
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	{
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	{		
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		GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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		PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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		PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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@ -449,6 +450,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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		bIsCurrentlyHoldingWeapon = true;
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		bHasRifle = true;
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		SetOverlayState(EOverlayState::AssaultRifle);
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		TempEquippedPrimary();
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	}
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}
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@ -35,6 +35,11 @@ UCLASS(config=Game)
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class AEndlessVendettaCharacter : public ACharacter
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{
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	GENERATED_BODY()
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public:
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	UFUNCTION(BlueprintImplementableEvent)
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	void TempEquippedPrimary();
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	UFUNCTION(BlueprintImplementableEvent)
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	void TempUnequippedPrimary();
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protected:
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	/** Pawn mesh: 1st person view (arms; seen only by self) */
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@ -311,7 +316,9 @@ public:
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	void WeaponPickUpSystem();
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	UFUNCTION(BlueprintCallable)
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	void EquipPrimary();
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	UFUNCTION(BlueprintCallable)
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	void EquipSecondary();
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	void WeaponSwitcher(AActor* Outhit);
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@ -47,7 +47,7 @@ void ABaseWeaponClass::BeginPlay()
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	if (!IsValid(endlessVendettaChar)) return;
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	for (UActorComponent* actorComp : endlessVendettaChar->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
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	for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
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	{
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		GunStartArrow = Cast<UArrowComponent>(actorComp);
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		break;
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