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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/Weapons/BP_WeaponBase.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/Weapons/BP_WeaponBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AOEBP/BP_ShopAOE.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_ConsumableItemBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_TestBuffItem.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_TestBuffItem.uasset
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hwanyoung2/Content/Hwanyoung/Interactables/ItemDataTable.uasset
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hwanyoung2/Content/Hwanyoung/UI/Inventory_HUD/BP_InventoryItemSlot.uasset
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hwanyoung2/Content/Hwanyoung/UI/Inventory_HUD/BP_InventoryItemSlot.uasset
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hwanyoung2/Content/Hwanyoung/UI/Shop_HUD/BP_ShopHUDWidget.uasset
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hwanyoung2/Content/Hwanyoung/UI/Shop_HUD/BP_ShopHUDWidget.uasset
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hwanyoung2/Content/Hwanyoung/UI/Shop_HUD/BP_ShopItemSlot.uasset
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hwanyoung2/Content/Hwanyoung/UI/Shop_HUD/BP_ShopItemSlot.uasset
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hwanyoung2/Content/Hwanyoung/UI/Shop_HUD/BP_ShopWG.uasset
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@ -53,7 +53,7 @@ bool AHYShopAOE::RandomizeTradableItemSets(int CurrentHonbaekAmount)
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// Filtering match the case.(Item can be bought, ItemValue is less and equal than honbaek amount and over than 0)
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// Filtering match the case.(Item can be bought, ItemValue is less and equal than honbaek amount and over than 0)
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TArray<FInventoryItem*> FilteredItemData = ItemData.FilterByPredicate([CurrentHonbaekAmount](const FInventoryItem* ItemDataRow)
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TArray<FInventoryItem*> FilteredItemData = ItemData.FilterByPredicate([CurrentHonbaekAmount](const FInventoryItem* ItemDataRow)
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{
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{
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return !ItemDataRow->OnlyDropped && ItemDataRow->ItemValue > 0 && ItemDataRow->ItemValue <= CurrentHonbaekAmount;
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return !ItemDataRow->OnlyDropped && ItemDataRow->ItemValue > 0 && ItemDataRow->ItemValue <= CurrentHonbaekAmount && ItemDataRow->CanBeBought;
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});
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});
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int maxLoopNum = FMath::Min(5, FilteredItemData.Num());
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int maxLoopNum = FMath::Min(5, FilteredItemData.Num());
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