Implemented Text to Checkpoint Completed UI
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EndlessVendetta/Content/BountySystem/Waypoint/WBP_WaypointWidget.uasset
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EndlessVendetta/Content/BountySystem/Waypoint/WBP_WaypointWidget.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_CheckpointCompleted.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_CheckpointCompleted.uasset
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@ -70,6 +70,7 @@ void ABountyClass::IncrementBountyCheckpoint()
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BountyCheckpoints[0]->Destroy();
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BountyCheckpoints[0]->Destroy();
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BountyCheckpoints.RemoveAt(0);
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BountyCheckpoints.RemoveAt(0);
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UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done"));
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UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done"));
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Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(FString(""));
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return;
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return;
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}
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}
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@ -90,6 +91,8 @@ void ABountyClass::IncrementBountyCheckpoint()
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BountyCheckpoints[0]->CheckpointActivated();
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BountyCheckpoints[0]->CheckpointActivated();
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(BountyCheckpoints[0]->GetCheckpointDesc());
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}
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}
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void ABountyClass::CollectRewards_Implementation()
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void ABountyClass::CollectRewards_Implementation()
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@ -34,7 +34,6 @@ protected:
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UFUNCTION(BlueprintCallable, Category = "Checkpoint")
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UFUNCTION(BlueprintCallable, Category = "Checkpoint")
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void BroadcastCompletion()
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void BroadcastCompletion()
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{
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{
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Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI();
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CompletedCheckpoint.Broadcast();
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CompletedCheckpoint.Broadcast();
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}
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}
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@ -196,7 +196,7 @@ public:
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void WeaponSwitcher(AActor* Outhit);
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void WeaponSwitcher(AActor* Outhit);
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void CheckpointCompletedUI();
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void CheckpointCompletedUI(const FString& CheckpointDesc);
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// Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used
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// Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used
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bool UpdateGadgetType(TSubclassOf<AGadgetBase> NewGadgetClass);
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bool UpdateGadgetType(TSubclassOf<AGadgetBase> NewGadgetClass);
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