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a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset index 67feebad..c2a34afc 100644 --- a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset +++ b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f451a17ec851f6303afa91f9ebd4e923a9f260e1f6f148353326fc27c7238563 -size 14831 +oid sha256:4c0ecf0ac0702cc2bd355ec050232a61c49e10f102448efbeb735a51824adef6 +size 14948 diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index 45c1d773..9801c8d2 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8ed6514d622002de71d7aff211f2be020111c265df5ccf17b9d8be0aea7e9c67 +oid sha256:dd3c244674a4fd3530264a4282cd41d7e2d5a2be6fe7627724b48b32654fb0fb size 66790690 diff --git a/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset b/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset index d584f187..5884c860 100644 --- a/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset +++ b/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8dcb4b1deeca6c9f104afbd20be88396a6fa11a6392d632ff704616b2a570155 +oid sha256:a01b69854d463092b0ca667e7b38400f45d77bc28a442d80e1ad7629d26507c5 size 6374 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 77153aad..cbc08bbc 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -63,6 +63,10 @@ "Name": "MixamoAnimationRetargeting", "Enabled": true, "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80" + }, + { + "Name": "RigLogic", + "Enabled": true } ] } \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp index f0acd139..1e779bdc 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp @@ -34,6 +34,7 @@ void AEnemyCharacter::OnDeath() Super::OnDeath(); AlertLevelDelegateHandle.Reset(); HuntPlayerDelegateHandle.Reset(); + EnemyDied.Broadcast(); } // Called every frame diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h index 05776470..11bcd3db 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h @@ -16,6 +16,7 @@ enum class EHostilityLevel : uint8 Warning UMETA(DisplayName = "Warning"), Hostile UMETA(DisplayName = "Hostile") }; +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEnemyDied); UCLASS() class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter @@ -29,6 +30,8 @@ public: bool WeaponRaised = false; UPROPERTY(BlueprintReadOnly) EHostilityLevel HostilityLevel = EHostilityLevel::None; + UPROPERTY(BlueprintAssignable) + FEnemyDied EnemyDied; protected: // Called when the game starts or when spawned diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h index 348f042d..98e767ad 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -73,7 +73,7 @@ public: // Destroys Waypoint Associated with this Checkpoint if one Exists void DestroyWaypoint() { - if (WaypointActor) WaypointActor->Destroy(); + if (IsValid(WaypointActor)) WaypointActor->Destroy(); } // Used by Bounty Class to broadcast checkpoint tip for current checkpoint diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp index de3835f4..9facd60d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp @@ -56,7 +56,9 @@ void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI) void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI) { - EarnMoney(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetRewardMoney()); + int MoneyEarned = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetRewardMoney(); + EarnMoney(MoneyEarned); + BountyCompletedDisplay(MoneyEarned, 0); if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours); UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex); @@ -81,6 +83,7 @@ void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID) if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue; EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion); EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion); + BountyCompletedDisplay(SideBountyStructs[i].MoneyEarnedForCompletion, SideBountyStructs[i].FavoursEarnedForCompletion); if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours); TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle; @@ -122,6 +125,14 @@ void ABountyHunterCharacter::BeginPlay() SpawnMainBounty(GI); if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName) { + if (GI->MainSaveGameInstanceRef->bFirstPlaythroughSave) + { + OpenWorldTips(); + GI->MainSaveGameInstanceRef->bFirstPlaythroughSave = false; + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); + } + InOpenWorld = true; + SpawnBikeUI(); SpawnSideBounties(GI); FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave; SetActorTransform(SpawnTransfrom); @@ -149,25 +160,7 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName) return; UEVGameInstance* GI = Cast(GetGameInstance()); if (!IsValid(GI->MainSaveGameInstanceRef)) return; - TArray LandingZones; - ALandingZone* ClosestLandingZone = nullptr; - double DistToClosestLandingZone; - UGameplayStatics::GetAllActorsOfClass(GetWorld(), ALandingZone::StaticClass(), LandingZones); - for (AActor* LZ_Actor : LandingZones) - { - ALandingZone* LZ = Cast(LZ_Actor); - double DistToLZ = FVector::Dist(LZ->GetExitTransform().GetLocation(), GetActorLocation()); - if (!IsValid(ClosestLandingZone)) - { - ClosestLandingZone = LZ; - DistToClosestLandingZone = DistToLZ; - continue; - } - ClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? LZ : ClosestLandingZone; - DistToClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? DistToLZ : DistToClosestLandingZone; - } - if (!IsValid(ClosestLandingZone)) return; - GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = ClosestLandingZone->GetExitTransform(); + GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = GetActorTransform(); UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); } diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h index f0636f5d..e602b6bf 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h @@ -92,6 +92,17 @@ protected: // Called When Actor destroyed or Removed from Level virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + + // Spawns Hold F to Access Bike UI in Open World Only + UFUNCTION(BlueprintImplementableEvent) + void SpawnBikeUI(); + + // Displays what rewards the player got after completing any bounty + UFUNCTION(BlueprintImplementableEvent) + void BountyCompletedDisplay(int MoneyEarned, int FavoursEarned); + + UFUNCTION(BlueprintImplementableEvent) + void OpenWorldTips(); public: // Used by Final Checkpoint to always load the Level set as the Open Level in here diff --git a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp index e42561a3..8a31fd61 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp @@ -14,6 +14,7 @@ void UEVGameInstance::CreateNewSaveGameInstance() MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0; MainSaveGameInstanceRef->MoneySave = 0; MainSaveGameInstanceRef->FavourSave = 0; + MainSaveGameInstanceRef->bFirstPlaythroughSave = true; UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0); } diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index fafa4e56..59a2ce85 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -190,7 +190,15 @@ void AEndlessVendettaCharacter::WeaponPickUpSystem() AActor* HitActor = OutHit.GetActor(); IInteractionInterface* InteractableActor = Cast(HitActor); - if (InteractableActor) InteractableActor->InteractPrompt(); + if (InteractableActor) + { + InteractableActor->InteractPrompt(); + ShowInteractPropmpt(); + } + else if (UAC_Dialogue* Dialogue = Cast(HitActor->GetComponentByClass(UAC_Dialogue::StaticClass()))) + { + ShowInteractPropmpt(); + } } //////////////////////////////////////////////////////////////////////////// Input @@ -765,12 +773,16 @@ void AEndlessVendettaCharacter::UpdateInventorySize(int Cols, int Rows) void AEndlessVendettaCharacter::HoldInteract() { - if (InPauseMenu) return; + if (InPauseMenu || !InOpenWorld) return; if (PlayerOnShip) { ExitShip(GetActorTransform()); return; } + + if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; + if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; + FTransform TakeOffTransform = GetActorTransform(); FVector NewLoc = TakeOffTransform.GetLocation(); NewLoc.Z += BikeRideHeight; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index da45ae26..5889e23e 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -31,6 +31,11 @@ protected: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh) USkeletalMeshComponent* Mesh1P; + bool InOpenWorld = false; + + UFUNCTION(BlueprintImplementableEvent) + void ShowInteractPropmpt(); + private: /** First person camera */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) @@ -134,7 +139,7 @@ public: UFUNCTION(BlueprintCallable) void DecrementRestrictedBoundsCount(); - DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedArea); + DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao); UPROPERTY(BlueprintAssignable, Category = "Restricted Area") FRestrictedAreaStatusChangedSignature RestrictedAreaStatusChanged; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.cpp new file mode 100644 index 00000000..4c8da538 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.cpp @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HeatBlast.h" + +void AHeatBlast::Activate() +{ + if (GadgetCantBeUsed()) return; + Super::Activate(); + ShootHeatBlast(); +} + +void AHeatBlast::FinishedUsing() +{ + Super::FinishedUsing(); + DisplayCooldown(CooldownTime); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.h new file mode 100644 index 00000000..b3cb27fb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/HeatBlast/HeatBlast.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/CombatGadget.h" +#include "HeatBlast.generated.h" + + +UCLASS() +class ENDLESSVENDETTA_API AHeatBlast : public ACombatGadget +{ + GENERATED_BODY() + + void Activate() override; + + void FinishedUsing() override; + +protected: + UFUNCTION(BlueprintImplementableEvent) + void ShootHeatBlast(); + + UFUNCTION(BlueprintImplementableEvent) + void DisplayCooldown(float CooldownLength); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.cpp new file mode 100644 index 00000000..3356724d --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.cpp @@ -0,0 +1,18 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionPulse.h" + +void AVisionPulse::Activate() +{ + if (GadgetCantBeUsed()) return; + Super::Activate(); + SendOutPulse(); + //try to unequip for a easier user experience +} + +void AVisionPulse::FinishedUsing() +{ + Super::FinishedUsing(); + DisplayCooldown(CooldownTime); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.h new file mode 100644 index 00000000..86beac84 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionPulse/VisionPulse.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "VisionPulse.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AVisionPulse : public AReconGadget +{ + GENERATED_BODY() + + void Activate() override; + + void FinishedUsing() override; + +protected: + UFUNCTION(BlueprintImplementableEvent) + void SendOutPulse(); + + UFUNCTION(BlueprintImplementableEvent) + void DisplayCooldown(float CooldownLength); + + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp index 94a5dad4..31ef2b1f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp @@ -3,6 +3,9 @@ #include "GadgetManager.h" +#include "EndlessVendetta/EVGameInstance.h" +#include "Kismet/GameplayStatics.h" + // Sets default values AGadgetManager::AGadgetManager() { @@ -27,6 +30,12 @@ void AGadgetManager::Tick(float DeltaTime) void AGadgetManager::SpawnGadgetsOnBeginPlay(USceneComponent* PlayersCameraComponent) { + UEVGameInstance* GI = Cast(GetGameInstance()); + if (IsValid(GI->MainSaveGameInstanceRef)) + { + ReconClass = GI->MainSaveGameInstanceRef->ReconClassSave; + CombatClass = GI->MainSaveGameInstanceRef->CombatClassSave; + } if (IsValid(ReconClass)) SpawnGadget(ReconClass, PlayersCameraComponent); if (IsValid(CombatClass)) SpawnGadget(CombatClass, PlayersCameraComponent); } @@ -36,6 +45,8 @@ void AGadgetManager::SpawnGadget(TSubclassOf GadgetClass, USceneCom FActorSpawnParameters SpawnParams; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; const FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + UEVGameInstance* GI = Cast(GetGameInstance()); + AActor* SpawnedActor = GetWorld()->SpawnActor(GadgetClass, GetActorLocation(), GetActorRotation(), SpawnParams); @@ -43,14 +54,18 @@ void AGadgetManager::SpawnGadget(TSubclassOf GadgetClass, USceneCom { if (IsValid(ReconGadget)) ReconGadget->Destroy(); ReconGadget = Cast(SpawnedActor); + if (IsValid(GI->MainSaveGameInstanceRef)) GI->MainSaveGameInstanceRef->ReconClassSave = GadgetClass; } else if (SpawnedActor->IsA(ACombatGadget::StaticClass())) { if (IsValid(CombatGadget)) CombatGadget->Destroy(); CombatGadget = Cast(SpawnedActor); + if (IsValid(GI->MainSaveGameInstanceRef)) GI->MainSaveGameInstanceRef->CombatClassSave = GadgetClass; } else UE_LOG(LogTemp, Fatal, TEXT("Passed sub class of gadget base is neither a combat or recon gadget, check the gadget class you're passing through or contact Rafal")); + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); + AGadgetBase* BaseGadget = Cast(SpawnedActor); BaseGadget->AttachToComponent(PlayersCameraComponent, AttachmentRules); BaseGadget->SetActorRelativeLocation(BaseGadget->GetUnequippedOffset()); diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp index 5da28ffc..f1bc712d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp @@ -37,10 +37,12 @@ void AGadgetTutorialStation::Interact() APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); PickGadgetWidget = CreateWidget(GetWorld(), PickGadgetWidgetClass); PickGadgetWidget->AddToViewport(3); + DisableInput(PlayerController); PlayerController->SetInputMode(InputMode); PlayerController->bShowMouseCursor = true; PlayerController->bEnableClickEvents = true; PlayerController->bEnableMouseOverEvents = true; + EnableInput(PlayerController); // Set up gadget menu's behaviours GadgetMenu = Cast(PickGadgetWidget); @@ -94,9 +96,14 @@ void AGadgetTutorialStation::SelectGadget() FActorSpawnParameters SpawnParams; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; TSubclassOf GadgetTutorialToSpawnInClass = GadgetsArray[GadgetIndex]->GetDefaultObject()->GadgetTutorialClass; - if (!IsValid(GadgetTutorialToSpawnInClass)) return; + if (!IsValid(GadgetTutorialToSpawnInClass)) + { + CloseWidget(); + return; + } AActor* GadgetTutorialActor = GetWorld()->SpawnActor(GadgetTutorialToSpawnInClass, GadgetTutorialSpawnTransform.GetLocation(), GadgetTutorialSpawnTransform.GetRotation().Rotator(), SpawnParams); CurrentGadgetTutorial = Cast(GadgetTutorialActor); + CloseWidget(); } void AGadgetTutorialStation::CloseWidget() diff --git a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h index eeba662c..ae6bcba1 100644 --- a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h @@ -40,4 +40,13 @@ public: UPROPERTY() TArray> SideBountiesToSpawnSave; + + UPROPERTY() + TSubclassOf ReconClassSave; + + UPROPERTY() + TSubclassOf CombatClassSave; + + UPROPERTY() + bool bFirstPlaythroughSave; };