Update Character for Full Shadow
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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@ -63,6 +63,11 @@
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"Name": "MixamoAnimationRetargeting",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
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},
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{
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"Name": "RecentBlueprintMenu",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/484f72297c144cf9b5c35fea3359500c"
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}
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]
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}
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@ -28,6 +28,7 @@ bool UDialogueChoiceNode::ChoiceRequirementsMet(const int ChoiceID, UWorld* Worl
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const UInventoryComponent* InventoryComponent = Cast<UInventoryComponent>(World->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UInventoryComponent::StaticClass()));
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const ABountyHunterCharacter* PlayerCharacter = Cast<ABountyHunterCharacter>(World->GetFirstPlayerController()->GetPawn());
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UDialogueTextNode* TextNode = Cast<UDialogueTextNode>(ChildrenNodes[ChoiceID]);
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if (TextNode->RequiredFavours > PlayerCharacter->Favours) return false;
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for (const EDialogueFlag Flag : TextNode->RequiredFlags)
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{
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if (!GameInstance->HasDialogueFlag(Flag)) return false;
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@ -40,7 +41,6 @@ bool UDialogueChoiceNode::ChoiceRequirementsMet(const int ChoiceID, UWorld* Worl
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{
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if (!InventoryComponent->HasItemByItemID(ItemID)) return false;
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}
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if (TextNode->RequiredFavours > PlayerCharacter->Favours) return false;
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for (const EDialogueFlag Flag : TextNode->LacksFlags)
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{
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if (GameInstance->HasDialogueFlag(Flag)) return false;
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