Bugfix Merge Errors
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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/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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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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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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@ -53,8 +53,11 @@ void AEndlessVendettaCharacter::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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PrimaryWeaponClass = GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave;
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PrimaryWeaponClass = GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave;
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SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave;
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SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave;
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}
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// Set the fp skeletal mesh for the vault it plugin to use
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// Set the fp skeletal mesh for the vault it plugin to use
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TArray<UActorComponent*> MeshActComps = GetComponentsByClass(USkeletalMeshComponent::StaticClass());
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TArray<UActorComponent*> MeshActComps = GetComponentsByClass(USkeletalMeshComponent::StaticClass());
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@ -481,8 +484,12 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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PrimaryWeaponClass = Outhit->GetClass();
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PrimaryWeaponClass = Outhit->GetClass();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave = Outhit->GetClass();
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GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave = Outhit->GetClass();
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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}
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Outhit->Destroy();
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Outhit->Destroy();
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EquipPrimary();
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EquipPrimary();
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@ -497,8 +504,11 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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SecondaryWeaponClass = Outhit->GetClass();
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SecondaryWeaponClass = Outhit->GetClass();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave = Outhit->GetClass();
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GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave = Outhit->GetClass();
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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}
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Outhit->Destroy();
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Outhit->Destroy();
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EquipSecondary();
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EquipSecondary();
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