Bugfix for Overriding Local Rotation on Character Camera
This commit is contained in:
parent
73204efa31
commit
ec1ebc729d
@ -249,8 +249,7 @@ void ATurnBaseCombatV2::Tick(const float DeltaTime)
|
|||||||
{
|
{
|
||||||
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
|
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
|
||||||
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
|
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
|
||||||
const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
|
if (const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty); IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
|
||||||
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
|
|
||||||
{
|
{
|
||||||
FOutputDeviceNull AR;
|
FOutputDeviceNull AR;
|
||||||
const FString Command = FString::Printf(TEXT("TriggerCombatAnimation true"));
|
const FString Command = FString::Printf(TEXT("TriggerCombatAnimation true"));
|
||||||
@ -270,7 +269,7 @@ void ATurnBaseCombatV2::Tick(const float DeltaTime)
|
|||||||
FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator();
|
FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator();
|
||||||
const FRotator NewRotation = UKismetMathLibrary::FindLookAtRotation(Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->GetComponentLocation(), Cast<USkeletalMeshComponent>(EnemyActor->FindComponentByClass<USkeletalMeshComponent>())->GetComponentLocation());
|
const FRotator NewRotation = UKismetMathLibrary::FindLookAtRotation(Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->GetComponentLocation(), Cast<USkeletalMeshComponent>(EnemyActor->FindComponentByClass<USkeletalMeshComponent>())->GetComponentLocation());
|
||||||
LookAtRotation.Pitch = NewRotation.Pitch - PlayerActor->GetActorRotation().Pitch;
|
LookAtRotation.Pitch = NewRotation.Pitch - PlayerActor->GetActorRotation().Pitch;
|
||||||
Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->SetWorldRotation(LookAtRotation);
|
PlayerController->SetControlRotation(LookAtRotation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user