Added Checkpoint Completion Confirmation UI
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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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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "WaypointActor.h"
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#include "WaypointActor.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/Actor.h"
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#include "CheckpointClass.generated.h"
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#include "CheckpointClass.generated.h"
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@ -33,7 +34,7 @@ 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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UE_LOG(LogTemp, Warning, TEXT("Completed Checkpoint"));
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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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@ -177,4 +177,7 @@ public:
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void EquipSecondary();
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void EquipSecondary();
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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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void CheckpointCompletedUI();
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};
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};
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