From c6cba80a07c003201ada7e94db319d25322a3566 Mon Sep 17 00:00:00 2001 From: PHILIP White Date: Mon, 21 Nov 2022 22:35:04 +0000 Subject: [PATCH] Bugfix Debug Lines Marked Green on Missed Traces --- Source/the_twilight_abyss/RealTimeCombat/RealTimeCombat.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/the_twilight_abyss/RealTimeCombat/RealTimeCombat.cpp b/Source/the_twilight_abyss/RealTimeCombat/RealTimeCombat.cpp index 8a18400..4242df1 100644 --- a/Source/the_twilight_abyss/RealTimeCombat/RealTimeCombat.cpp +++ b/Source/the_twilight_abyss/RealTimeCombat/RealTimeCombat.cpp @@ -308,12 +308,12 @@ bool ARealTimeCombat::HitEnemy() const CollisionParams.AddIgnoredActor(PlayerActor); if (GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams)) { - DrawDebugLine(GetWorld(), Start, End, HitResult.bBlockingHit ? FColor::Green : FColor::Red, false, 5.0f, 0, 10.0f); + DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f); if (HitResult.GetActor() == EnemyActor) { return true; } } - DrawDebugLine(GetWorld(), Start, End, HitResult.bBlockingHit ? FColor::Green : FColor::Red, false, 5.0f, 0, 10.0f); + DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f); return false; }