Populate list view with starter weapons
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BIN
Content/Weapons/FireWand/BP_FireWandWeapon.uasset
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Content/Weapons/FireWand/BP_FireWandWeapon.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/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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@ -4,7 +4,10 @@
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#include "SelectWeaponWidget.h"
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#include "MainMenuWidget.h"
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#include "StarterWeaponButtonDataObject.h"
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#include "UpgradeButtonDataObject.h"
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#include "Components/Button.h"
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#include "Components/ListView.h"
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#include "Kismet/GameplayStatics.h"
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void USelectWeaponWidget::NativeConstruct()
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@ -15,6 +18,17 @@ void USelectWeaponWidget::NativeConstruct()
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{
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BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonClicked);
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}
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if (UpgradesListView)
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{
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// Get a list of weapons that the player owns that can be upgraded
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for (TSubclassOf<AWeapon> weapon : starterWeapons)
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{
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UStarterWeaponButtonDataObject* Temp = NewObject<UStarterWeaponButtonDataObject>(this);
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Temp->SetData(weapon, this);
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UpgradesListView->AddItem(Temp);
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}
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}
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}
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void USelectWeaponWidget::BackButtonClicked()
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@ -7,6 +7,7 @@
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#include "SelectWeaponWidget.generated.h"
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class AWeapon;
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class UListView;
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class UButton;
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/**
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@ -24,6 +25,9 @@ public:
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UListView* UpgradesListView;
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UPROPERTY(EditDefaultsOnly)
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TArray<TSubclassOf<AWeapon>> starterWeapons;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PreviousWidget;
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37
Source/vampires/Widgets/StarterWeaponButtonDataObject.cpp
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Source/vampires/Widgets/StarterWeaponButtonDataObject.cpp
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@ -0,0 +1,37 @@
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// Louis Hobbs | 2024-2025
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#include "StarterWeaponButtonDataObject.h"
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#include "vampires/Weapon.h"
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void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
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{
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WeaponName = Weapon->Name;
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Description = Weapon->UpgradeDescriptions[Weapon->CurrentLevel];
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WeaponIcon = Weapon->Icon;
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WeaponInstance = Weapon;
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Parent = parent;
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}
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void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
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{
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AWeapon* temp = NewObject<AWeapon>(this, Weapon);
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if (temp)
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{
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WeaponName = temp->Name;
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Description = temp->Description;
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WeaponIcon = temp->Icon;
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WeaponTemplate = Weapon;
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Parent = parent;
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}
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}
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void UStarterWeaponButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
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UUserWidget* parent)
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{
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WeaponName = weaponName;
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Description = description;
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WeaponIcon = weaponIcon;
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Parent = parent;
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}
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Source/vampires/Widgets/StarterWeaponButtonDataObject.h
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Source/vampires/Widgets/StarterWeaponButtonDataObject.h
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@ -0,0 +1,39 @@
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// Louis Hobbs | 2024-2025
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "StarterWeaponButtonDataObject.generated.h"
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class AWeapon;
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API UStarterWeaponButtonDataObject : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText WeaponName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText Description;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UTexture2D> WeaponIcon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<AWeapon> WeaponTemplate;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<AWeapon> WeaponInstance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UUserWidget> Parent;
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void SetData(AWeapon* Weapon, UUserWidget* parent);
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void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
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void SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon, UUserWidget* parent);
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};
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Source/vampires/Widgets/StarterWeaponButtonWidget.cpp
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Source/vampires/Widgets/StarterWeaponButtonWidget.cpp
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@ -0,0 +1,37 @@
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// Louis Hobbs | 2024-2025
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#include "StarterWeaponButtonWidget.h"
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#include "StarterWeaponButtonDataObject.h"
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#include "Components/Button.h"
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#include "Components/Image.h"
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#include "Components/TextBlock.h"
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void UStarterWeaponButtonWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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}
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void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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{
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UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject);
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if (Item)
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{
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WeaponNameTextBlock->SetText(Item->WeaponName);
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DescriptionTextBlock->SetText(Item->Description);
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WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
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Parent = Item->Parent;
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WeaponTemplate = Item->WeaponTemplate;
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if (Body)
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{
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Body->OnClicked.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnClicked);
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}
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}
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}
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void UStarterWeaponButtonWidget::OnClicked()
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{
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}
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Source/vampires/Widgets/StarterWeaponButtonWidget.h
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49
Source/vampires/Widgets/StarterWeaponButtonWidget.h
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// Louis Hobbs | 2024-2025
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#pragma once
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#include "CoreMinimal.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "Blueprint/UserWidget.h"
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#include "StarterWeaponButtonWidget.generated.h"
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class AWeapon;
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class UTextBlock;
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class UImage;
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class UButton;
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API UStarterWeaponButtonWidget : public UUserWidget, public IUserObjectListEntry
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
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TObjectPtr<UButton> Body;
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UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
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TObjectPtr<UImage> WeaponIcon;
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UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
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TObjectPtr<UTextBlock> WeaponNameTextBlock;
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UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
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TObjectPtr<UTextBlock> DescriptionTextBlock;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<AWeapon> WeaponTemplate;
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UPROPERTY()
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TObjectPtr<UUserWidget> Parent;
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protected:
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virtual void NativeConstruct() override;
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virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;
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private:
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UFUNCTION()
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virtual void OnClicked();
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};
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@ -64,6 +64,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<AWeapon> WeaponInstance;
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UPROPERTY()
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TObjectPtr<UUserWidget> Parent;
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private:
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