Lots of little UI adjustments
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Content/Levels/MainMenu/MainMenu.umap
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Content/Levels/MainMenu/MainMenu.umap
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Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
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Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
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Content/Widgets/HUD/BP_HUDWidget.uasset
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Content/Widgets/HUD/BP_HUDWidget.uasset
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Content/Widgets/LevelUp/BP_UpgradeButtonTemplate.uasset
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Content/Widgets/LevelUp/BP_UpgradeButtonTemplate.uasset
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Content/Widgets/LevelUp/T_GoldIcon.uasset
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Content/Widgets/LevelUp/T_GoldIcon.uasset
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Content/Widgets/LevelUp/T_HealthIcon.uasset
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Content/Widgets/LevelUp/T_HealthIcon.uasset
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Content/Widgets/LevelUp/T_NewWeaponIcon.uasset
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Content/Widgets/LevelUp/T_NewWeaponIcon.uasset
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Content/Widgets/LevelUp/T_UpgradeIcon.uasset
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Content/Widgets/LevelUp/T_UpgradeIcon.uasset
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Content/Widgets/MainMenu/BP_MainMenuWidget.uasset
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Content/Widgets/MainMenu/BP_MainMenuWidget.uasset
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Content/Widgets/MainMenu/BP_SelectWeaponWidget.uasset
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Content/Widgets/MainMenu/BP_SelectWeaponWidget.uasset
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Content/Widgets/MainMenu/BP_StarterButtonWIdget.uasset
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Content/Widgets/MainMenu/BP_StarterButtonWIdget.uasset
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@ -17,6 +17,13 @@ void USelectWeaponWidget::NativeConstruct()
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if (BackButton)
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if (BackButton)
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{
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{
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BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonClicked);
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BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonClicked);
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BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::PlayClickedSound);
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BackButton->OnHovered.AddUniqueDynamic(this, &USelectWeaponWidget::PlayHoveredSound);
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BackButton->OnHovered.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonTextBlockHoveredDelegate);
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BackButton->OnUnhovered.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonTextBlockUnhoveredDelegate);
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BackButton->OnUnhovered.AddUniqueDynamic(this, &USelectWeaponWidget::PlayUnhoveredSound);
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}
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}
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if (UpgradesListView)
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if (UpgradesListView)
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@ -20,10 +20,13 @@ class VAMPIRES_API USelectWeaponWidget : public UVampireInteractiveWidget
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public:
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public:
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UButton* BackButton;
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TObjectPtr<UButton> BackButton;
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UListView* UpgradesListView;
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TObjectPtr<UTextBlock> BackTextBlock;
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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TObjectPtr<UListView> UpgradesListView;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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TArray<TSubclassOf<AWeapon>> starterWeapons;
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TArray<TSubclassOf<AWeapon>> starterWeapons;
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@ -38,4 +41,9 @@ private:
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UFUNCTION()
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UFUNCTION()
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void BackButtonClicked();
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void BackButtonClicked();
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UFUNCTION()
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void BackButtonTextBlockHoveredDelegate() { SetTextBlockHovered(BackTextBlock); }
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UFUNCTION()
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void BackButtonTextBlockUnhoveredDelegate() { SetTextBlockUnhovered(BackTextBlock); }
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};
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};
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@ -31,6 +31,12 @@ void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObje
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if (Body)
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if (Body)
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{
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{
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Body->OnClicked.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnClicked);
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Body->OnClicked.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnClicked);
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Body->OnHovered.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::PlayHoveredSound);
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Body->OnHovered.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnHoveredDelegate);
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Body->OnUnhovered.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnUnhoveredDelegate);
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Body->OnUnhovered.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::PlayUnhoveredSound);
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}
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}
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}
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}
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}
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}
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@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "VampireInteractiveWidget.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "StarterWeaponButtonWidget.generated.h"
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#include "StarterWeaponButtonWidget.generated.h"
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@ -15,7 +16,7 @@ class UButton;
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*
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*
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*/
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*/
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UCLASS()
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UCLASS()
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class VAMPIRES_API UStarterWeaponButtonWidget : public UUserWidget, public IUserObjectListEntry
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class VAMPIRES_API UStarterWeaponButtonWidget : public UVampireInteractiveWidget, public IUserObjectListEntry
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -46,4 +47,11 @@ protected:
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private:
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private:
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UFUNCTION()
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UFUNCTION()
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virtual void OnClicked();
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virtual void OnClicked();
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UFUNCTION()
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void OnHoveredDelegate() { SetTextBlockHovered(WeaponNameTextBlock); SetTextBlockHovered(DescriptionTextBlock); }
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UFUNCTION()
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void OnUnhoveredDelegate() { SetTextBlockUnhovered(WeaponNameTextBlock); SetTextBlockUnhovered(DescriptionTextBlock); }
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};
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};
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@ -53,6 +53,12 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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if (Body)
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if (Body)
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{
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{
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Body->OnClicked.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnClicked);
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Body->OnClicked.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnClicked);
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Body->OnHovered.AddUniqueDynamic(this, &UUpgradeButtonWidget::PlayHoveredSound);
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Body->OnHovered.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnHoveredDelegate);
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Body->OnUnhovered.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnUnhoveredDelegate);
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Body->OnUnhovered.AddUniqueDynamic(this, &UUpgradeButtonWidget::PlayUnhoveredSound);
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}
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}
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}
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}
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@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "VampireInteractiveWidget.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "UpgradeButtonWidget.generated.h"
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#include "UpgradeButtonWidget.generated.h"
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@ -26,7 +27,7 @@ class UButton;
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*
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*
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*/
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*/
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UCLASS()
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UCLASS()
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class VAMPIRES_API UUpgradeButtonWidget : public UUserWidget, public IUserObjectListEntry
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class VAMPIRES_API UUpgradeButtonWidget : public UVampireInteractiveWidget, public IUserObjectListEntry
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -79,4 +80,11 @@ protected:
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private:
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private:
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UFUNCTION()
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UFUNCTION()
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virtual void OnClicked();
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virtual void OnClicked();
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UFUNCTION()
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void OnHoveredDelegate() { SetTextBlockHovered(WeaponNameTextBlock); SetTextBlockHovered(DescriptionTextBlock); }
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UFUNCTION()
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void OnUnhoveredDelegate() { SetTextBlockUnhovered(WeaponNameTextBlock); SetTextBlockUnhovered(DescriptionTextBlock); }
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};
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};
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