fix: open skill anction
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		| @@ -81,7 +81,7 @@ void AUTAD_UIPlayerController::SetupInputComponent() | |||||||
| 		if (OpenSkillTreeAction) | 		if (OpenSkillTreeAction) | ||||||
| 		{ | 		{ | ||||||
| 			EnhancedInputComponent->BindAction( | 			EnhancedInputComponent->BindAction( | ||||||
| 				OpenSkillTreeAction, ETriggerEvent::Triggered, this, | 				OpenSkillTreeAction, ETriggerEvent::Started, this, | ||||||
| 				&AUTAD_UIPlayerController::OnOpenSkillTree); | 				&AUTAD_UIPlayerController::OnOpenSkillTree); | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| @@ -210,8 +210,11 @@ void AUTAD_UIPlayerController::HideSkillTree() | |||||||
| 	{ | 	{ | ||||||
| 		SkillTreeWidget->RemoveFromParent(); | 		SkillTreeWidget->RemoveFromParent(); | ||||||
|  |  | ||||||
| 		// Set input mode back to game only | 		// Set input mode back to game and UI for top-down gameplay | ||||||
| 		FInputModeGameOnly InputMode; | 		// This allows mouse clicks to work for character movement | ||||||
|  | 		FInputModeGameAndUI InputMode; | ||||||
|  | 		InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock); | ||||||
|  | 		InputMode.SetHideCursorDuringCapture(false); | ||||||
| 		SetInputMode(InputMode); | 		SetInputMode(InputMode); | ||||||
| 		// Keep mouse cursor visible for top-down game | 		// Keep mouse cursor visible for top-down game | ||||||
| 		bShowMouseCursor = true; | 		bShowMouseCursor = true; | ||||||
|   | |||||||
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