level fixes
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UnrealProject/Lost_Edge/Content/Audio/Sounds/Knock.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/SM_Level2_RythmClick.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/SM_Level2_Tree.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_TreeFall.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/L_Level3.umap
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UnrealProject/Lost_Edge/Content/UI/Blueprints/UI_CutsceneSkip.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/UI_CutsceneSkip.uasset
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@ -159,7 +159,6 @@ void UCutsceneManager::OnFirstCutsceneInit() // most first sequence, so widgets
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static FSkipCutsceneDelegate skipCutsceneDelegate;
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if(!skipCutsceneDelegate.IsBound())
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skipCutsceneDelegate.BindDynamic(this, &UCutsceneManager::SkipSequence);
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WM->AnimateCutsceneWidget(EInputAnimatedWidgetAnimation::Reset);
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WM->EnableCutsceneWidget(skipCutsceneDelegate);
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}
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}
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@ -4,5 +4,6 @@ void UCutsceneSkipWidget::SetVisibility(ESlateVisibility InVisibility)
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{
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if(InVisibility == ESlateVisibility::Hidden)
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RunAnimation(EInputAnimatedWidgetAnimation::Reset);
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PlayAnimation(unHide, 0.0f, 1, (InVisibility == ESlateVisibility::Visible ? EUMGSequencePlayMode::Forward : EUMGSequencePlayMode::Reverse));
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Super::SetVisibility(InVisibility);
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}
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@ -22,6 +22,9 @@ public:
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UPROPERTY(meta = (BindWidget))
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class UTextBlock* keyText;
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UPROPERTY(Transient, meta = (BindWidgetAnim))
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class UWidgetAnimation* unHide;
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protected:
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UFUNCTION(BlueprintCallable)
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void SkipCutscene() { skipCutsceneDelegate.Execute(); }
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