Updated Gadget Workbenches to Hide Gadgets after Picking Them Up
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_CombatWorkbench.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_CombatWorkbench.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_ReconWorkbench.uasset
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EndlessVendetta/Content/Gadgets/CombatGadgets/HeatBlast/CG_HeatBlast.uasset
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:db6ae7929f73b67d5f7795f3fefa56f1b77d45d4967fd77e5273dcba3dd54a45
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size 1958487
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oid sha256:be7cac66a963c5acd07e702b21791b2858f76e8e5bb6a05c3994a7ecd2d81d3d
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size 1967015
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -90,7 +90,7 @@ void AGadgetTutorialStation::SelectGadget()
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{
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// Eventually expand to give player feedback of being denied if changing gadgets fails
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if (!EndlessVendettaCharacter->UpdateGadgetType(GadgetsArray[GadgetIndex])) return;
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HideGadgetMesh();
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if (IsValid(CurrentGadgetTutorial)) CurrentGadgetTutorial->DestroyTutorial();
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FActorSpawnParameters SpawnParams;
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@ -55,6 +55,9 @@ protected:
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UFUNCTION(BlueprintCallable)
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void CloseWidget();
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UFUNCTION(BlueprintImplementableEvent)
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void HideGadgetMesh();
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public:
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// Sets default values for this actor's properties
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AGadgetTutorialStation();
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