The character overhaul continues.
Added a new function to the BTGS_Interface called GetSkillOfItem because a check we do frequently is to get the item info break the struct and then compare its skill to a given skill for flow control, this simplifies that code.
Removed references to the Cell state manager from the BP AI Parent, it was used by the old saving and loading system, dont need it for the new one.
Removed a bunch of old weapon attachment code from the combat status component
Fixed a pretty large bug in the weapon switching where NPCs would continue to use their previous weapons animations.
Added some booleans for hip holster occupied and back holster occupied to help us with NPC weapon switching during combat the idea being that if they need to reevaluate their weapon they wont spawn one in an already occupied holster.
Fixed an animation bug where NPCs would briefly play animations for the attack of their previously equipped weapon, separate from the above bug.
Weapon switching between ranged and melee is working pretty consistently.
Fixed the bug where NPCs couldnt switch to magic casting from melee weapons.
Many small bug fixes mostly not listed here.