From 0c8dbbf03bb43decb1a27d0f98c824f5f09b6e33 Mon Sep 17 00:00:00 2001 From: RAFAL SWIERCZEK Date: Thu, 30 Nov 2023 10:20:23 +0000 Subject: [PATCH] Bugfix VisionLink Marking Dead Enemies --- .../GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp index 09cbf980..eca0e33f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp @@ -82,7 +82,7 @@ void AVisionLink::TestLOS(FTransform StartingPos, TArray &ActorsToIgnor if (!GetWorld()->LineTraceSingleByChannel(outHit, StartingPos.GetLocation(), LT_EndPoint, ECC_Camera, QueryParams)) continue; AActor* HitActor = outHit.GetActor(); - if (!HitActor->ActorHasTag(FName("Enemy"))) continue; + if (!HitActor->ActorHasTag(FName("Enemy")) || HitActor->ActorHasTag("Dead")) continue; //DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3); ActorsToIgnore.Add(HitActor);