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