Add Quit Button functionality
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								Content/UI/Pause/PauseMenu.uasset
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								Content/UI/Pause/PauseMenu.uasset
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							| @ -110,7 +110,19 @@ void UPauseUIWidget::SaveButtonOnClicked() | ||||
| 
 | ||||
| void UPauseUIWidget::QuitButtonOnClicked() | ||||
| { | ||||
| 	// TODO: Implement Functionality
 | ||||
| 	// TODO: Replace this is a menu to confirm the user wants to start a new game
 | ||||
| 	if (!MainMenuLevel.IsNull()) | ||||
| 	{ | ||||
| 		UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), MainMenuLevel);	 | ||||
| 	} | ||||
| 
 | ||||
| 	if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0)) | ||||
| 	{ | ||||
| 		UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways); | ||||
| 		PlayerController->bShowMouseCursor = true; | ||||
| 	} | ||||
| 
 | ||||
| 	SetIsFocusable(true); | ||||
| } | ||||
| 
 | ||||
| void UPauseUIWidget::ExitGameButtonOnClicked() | ||||
|  | ||||
| @ -51,6 +51,9 @@ public: | ||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||
| 	TSubclassOf<class UUserWidget> OptionsMenuWidget; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||
| 	TSoftObjectPtr<UWorld> MainMenuLevel; | ||||
| 
 | ||||
| private: | ||||
| 	UOptionsUIWidget* currentOptionsMenuWidget; | ||||
| 
 | ||||
|  | ||||
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