Bugfix No Post Processing Volume Crashes Engine
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c880eb27ac
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985e713659
@ -22,7 +22,6 @@ ATempCharacter::ATempCharacter()
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GoldBalance = GoldBalance;
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Health = Health;
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this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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}
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// Called when the game starts or when spawned
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@ -36,8 +35,11 @@ void ATempCharacter::BeginPlay()
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//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene")))
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{
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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}
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Enemy = TEXT("Enemy");
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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@ -49,6 +51,7 @@ void ATempCharacter::ForwardInput(float Axis)
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{
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AddMovementInput(UKismetMathLibrary::GetForwardVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis);
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}
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//Binds the input we made in the setup player component to the right vector
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void ATempCharacter::RightMoveInput(float Axis)
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{
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@ -61,7 +64,7 @@ void ATempCharacter::Sneak()
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if (bIsCrouched)
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{
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UnCrouch();
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PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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for (AActor* Actor : AIActors)
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{
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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@ -82,9 +85,8 @@ void ATempCharacter::Sneak()
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SphereComponent->SetSphereRadius(15.0f);
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}
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}
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PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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}
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}
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@ -115,7 +117,6 @@ void ATempCharacter::KeyPressed()
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}
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// Line trace logic
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void ATempCharacter::LineTraceLogic()
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{
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@ -128,37 +129,37 @@ void ATempCharacter::LineTraceLogic()
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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//we store the GetItem function from InventoryComponent into ItemArray variable
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if(OutHit.GetActor() == nullptr)
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if (OutHit.GetActor() == nullptr)
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{
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return;
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}
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if(GoldBalance >= ItemArray->ItemCostPrice)
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if (GoldBalance >= ItemArray->ItemCostPrice)
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{
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GoldBalance -= ItemArray->ItemCostPrice;
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Inventory->AddItem(ItemArray);
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UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
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}
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if(GoldBalance <= 0)
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if (GoldBalance <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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}
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if(OutHit.GetActor()->ActorHasTag(Ammo))
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if (OutHit.GetActor()->ActorHasTag(Ammo))
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{
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OutHit.GetActor()->Destroy();
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}
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}
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// if the actor hit has the interaction component/script then it will activate the code
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if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
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{
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if (MyInteractable->ShopDialogWidget->IsVisible())
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@ -207,7 +208,7 @@ void ATempCharacter::InputDisabler()
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeUIOnly());
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PlayerController->bShowMouseCursor = true;
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disableTab = true;
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if (ThisCamera != nullptr)
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{
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@ -229,7 +230,7 @@ void ATempCharacter::InputEnabler()
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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disableTab = true;
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TraceDistance = 300;
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@ -244,7 +245,7 @@ void ATempCharacter::InputEnabler()
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void ATempCharacter::UseItem(class UBaseItem* Item)
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{
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if(Item)
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if (Item)
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{
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Item->Use(this);
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Item->OnUse(this); //OnUse is a Blueprint Version
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@ -257,7 +258,3 @@ void ATempCharacter::BuyItem()
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TraceDistance = 1000;
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LineTraceLogic();
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}
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