ui updates
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@@ -2,12 +2,11 @@
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#include "MainMenuWidget.h"
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#include "ConfirmModalWidget.h"
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#include "Components/Button.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "NakedDesire/SaveGame/SaveSubsystem.h"
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#include "NakedDesire/UI/TextButton.h"
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#include "Widgets/CommonActivatableWidgetContainer.h"
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#define LOCTEXT_NAMESPACE "MainMenu"
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@@ -29,13 +28,14 @@ void UMainMenuWidget::NativeOnActivated()
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if (const USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
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bHasSave = SaveSubsystem->DoesSaveExist();
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}
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ContinueButton->SetIsEnabled(bHasSave);
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ContinueButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::OnContinueClicked);
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NewGameButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::OnNewGameClicked);
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SettingsButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::OnSettingsClicked);
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CreditsButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::OnCreditsClicked);
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QuitButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::OnQuitClicked);
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ContinueButton->OnClicked().AddUObject(this, &UMainMenuWidget::OnContinueClicked);
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NewGameButton->OnClicked().AddUObject(this, &UMainMenuWidget::OnNewGameClicked);
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SettingsButton->OnClicked().AddUObject(this, &UMainMenuWidget::OnSettingsClicked);
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CreditsButton->OnClicked().AddUObject(this, &UMainMenuWidget::OnCreditsClicked);
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QuitButton->OnClicked().AddUObject(this, &UMainMenuWidget::OnQuitClicked);
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}
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void UMainMenuWidget::OnContinueClicked()
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