Added SneakMechanicTesting level
Added new level for sneak mechanic testing
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/Levels/Testing/SneakMechanicTesting.umap
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Content/Levels/Testing/SneakMechanicTesting.umap
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@ -36,11 +36,13 @@ 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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Enemy = TEXT("Enemy");
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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//stops crashing
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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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Ammo = TEXT("Ammo");
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}
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@ -61,14 +63,11 @@ 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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if (SphereComponent != nullptr)
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{
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SphereComponent->SetSphereRadius(40.0f); //default value
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}
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if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(40.0f); //default value
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}
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}
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else
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@ -77,12 +76,9 @@ void ATempCharacter::Sneak()
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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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if (SphereComponent != nullptr)
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{
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SphereComponent->SetSphereRadius(15.0f);
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}
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if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(15.0f);
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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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