debugging for inventory system
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hwanyoung2/Content/Hwanyoung/Character/NPC/Spring-Sanin/Anims-Sanin/ABP_SaninSemiFinal.uasset
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hwanyoung2/Content/Hwanyoung/Character/NPC/Spring-Sanin/BP_SanIn.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_HYPlayerCharacController.uasset
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@ -12,7 +12,7 @@ AHYManualPickUp::AHYManualPickUp()
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ItemID = FName("No ID");
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Super::Name = "Item";
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Super::Action = "Pick up";
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Super::Action = "pick up";
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}
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void AHYManualPickUp::Interact_Implementation(APlayerController* Controller)
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@ -22,5 +22,6 @@ void AHYManualPickUp::Interact_Implementation(APlayerController* Controller)
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
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if (IController->AddItemToInventoryByID(ItemID))
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Destroy();
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else UE_LOG(LogTemp, Warning, TEXT("Item not found."))
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}
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@ -3,6 +3,7 @@
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#include "HYPlayerCharacController.h"
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#include "HYGameStateBase.h"
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#include "Engine/DataTable.h"
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#include "hwanyoung2Character.h"
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AHYPlayerCharacController::AHYPlayerCharacController()
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@ -49,6 +49,18 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool CanBeUsed;
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//can this item be bought at the store?
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool CanBeBought;
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//is this a crafting item?
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsCraftItem;
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//is this a cooking item?
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsCookingItem;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UTexture2D* ItemIcon;
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