crafting system is fully functional
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@ -38,7 +38,7 @@ public:
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bool AddItemToInventoryByID(FName ID);
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UFUNCTION(BlueprintCallable, Category = "Utils")
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void CraftItem(FInventoryItem ItemA, FInventoryItem ItemB, FInventoryItem ItemC, FInventoryItem ItemD);
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void CraftItem(FInventoryItem ItemA);
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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class AHYInteractableActor* CurrentInteractable;
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@ -55,6 +55,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 Currency;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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TSet<FName> CraftingItems;
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//interacts with the Interactable objects
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UFUNCTION(BlueprintCallable, Category = "Utils")
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void Interact();
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