the player can pick up consumable items and use items for different effects; needs optimization in player character base BP class
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@ -25,12 +25,18 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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void ReloadInventory();
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UFUNCTION(BlueprintImplementableEvent)
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void ReloadCraftUI();
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UFUNCTION(BlueprintCallable, Category = "Utils")
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int32 GetInventoryWeight();
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UFUNCTION(BlueprintCallable, Category = "Utils")
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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);
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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class AHYInteractableActor* CurrentInteractable;
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