diff --git a/Content/Blueprints/Combat_UI/CombatCharacter.uasset b/Content/Blueprints/Combat_UI/CombatCharacter.uasset index 3b2c174..b1fb7b7 100644 --- a/Content/Blueprints/Combat_UI/CombatCharacter.uasset +++ b/Content/Blueprints/Combat_UI/CombatCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:585edb5a7d5ed873e905c5150c3d20757177b5741d22806730b54a47415d472d -size 72618 +oid sha256:396a6ff81c0c1250e4a9251f6e9d027a09814199f3a07dc98ba8b087f35ce12b +size 72432 diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index bfdfe06..b17f9db 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -29,12 +29,12 @@ void ATempCharacter::BeginPlay() //Binds the input we made in the setup player component to the forward vector void ATempCharacter::ForwardInput(float Axis) { - AddMovementInput(GetActorForwardVector() * Axis); + AddMovementInput(UKismetMathLibrary::GetForwardVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis); } //Binds the input we made in the setup player component to the right vector void ATempCharacter::RightMoveInput(float Axis) { - AddMovementInput(GetActorRightVector() * Axis); + AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis); }