Update Character for Full Shadow

This commit is contained in:
Philip W 2024-04-07 20:12:31 +01:00
parent 0876053d09
commit c2460b7c9c
3 changed files with 8 additions and 3 deletions

View File

@ -63,6 +63,11 @@
"Name": "MixamoAnimationRetargeting", "Name": "MixamoAnimationRetargeting",
"Enabled": true, "Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80" "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
},
{
"Name": "RecentBlueprintMenu",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/484f72297c144cf9b5c35fea3359500c"
} }
] ]
} }

View File

@ -28,6 +28,7 @@ bool UDialogueChoiceNode::ChoiceRequirementsMet(const int ChoiceID, UWorld* Worl
const UInventoryComponent* InventoryComponent = Cast<UInventoryComponent>(World->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UInventoryComponent::StaticClass())); const UInventoryComponent* InventoryComponent = Cast<UInventoryComponent>(World->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UInventoryComponent::StaticClass()));
const ABountyHunterCharacter* PlayerCharacter = Cast<ABountyHunterCharacter>(World->GetFirstPlayerController()->GetPawn()); const ABountyHunterCharacter* PlayerCharacter = Cast<ABountyHunterCharacter>(World->GetFirstPlayerController()->GetPawn());
UDialogueTextNode* TextNode = Cast<UDialogueTextNode>(ChildrenNodes[ChoiceID]); UDialogueTextNode* TextNode = Cast<UDialogueTextNode>(ChildrenNodes[ChoiceID]);
if (TextNode->RequiredFavours > PlayerCharacter->Favours) return false;
for (const EDialogueFlag Flag : TextNode->RequiredFlags) for (const EDialogueFlag Flag : TextNode->RequiredFlags)
{ {
if (!GameInstance->HasDialogueFlag(Flag)) return false; if (!GameInstance->HasDialogueFlag(Flag)) return false;
@ -40,7 +41,6 @@ bool UDialogueChoiceNode::ChoiceRequirementsMet(const int ChoiceID, UWorld* Worl
{ {
if (!InventoryComponent->HasItemByItemID(ItemID)) return false; if (!InventoryComponent->HasItemByItemID(ItemID)) return false;
} }
if (TextNode->RequiredFavours > PlayerCharacter->Favours) return false;
for (const EDialogueFlag Flag : TextNode->LacksFlags) for (const EDialogueFlag Flag : TextNode->LacksFlags)
{ {
if (GameInstance->HasDialogueFlag(Flag)) return false; if (GameInstance->HasDialogueFlag(Flag)) return false;