Changed OnComboAction to OnUnhandledAction, and made it only broadcast if the event is not already handled by a Blueprint event node.
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@ -147,6 +147,9 @@ void UComboManagerComponent::BroadcastDelegates(const UComboAction *ComboAction,
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{
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{
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Binding->Execute(ComboAction, TriggerEvent);
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Binding->Execute(ComboAction, TriggerEvent);
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}
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}
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this->OnComboAction.Broadcast(ComboAction, (TriggerEvent == EComboActionTriggerEvent::Activated) ? true : false);
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else
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{
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this->OnUnhandledAction.Broadcast(ComboAction, (TriggerEvent == EComboActionTriggerEvent::Activated) ? true : false);
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}
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this->LastComboAction = ComboAction;
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this->LastComboAction = ComboAction;
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}
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}
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@ -75,7 +75,7 @@ protected:
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TMap<TObjectPtr<const class UComboInputAsset>, float> DEBUG__UnlockTimers;
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TMap<TObjectPtr<const class UComboInputAsset>, float> DEBUG__UnlockTimers;
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UPROPERTY(BlueprintReadWrite, BlueprintAssignable)
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UPROPERTY(BlueprintReadWrite, BlueprintAssignable)
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FComboActionHandlerDelegate OnComboAction;
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FComboActionHandlerDelegate OnUnhandledAction;
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private:
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private:
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void ActivateComboAction(const class UComboInputAsset *Input);
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void ActivateComboAction(const class UComboInputAsset *Input);
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