Added grip attachment code to baseweaponclass
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@ -14,6 +14,7 @@
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#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
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#include "EndlessVendetta/Workbench&Attachments/ExtendedMagAttachmentClass.h"
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#include "EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h"
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#include "EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h"
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@ -352,7 +353,36 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
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//Called in weaponworkbench WBP
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void ABaseWeaponClass::SetupGripAttachment(UStaticMesh* GripMesh)
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{
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP GRIP ATTACHMENTS"));
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FTransform EmptyTransform;
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USceneComponent* GripAttachmentClass = Cast<USceneComponent>(AddComponentByClass(UGripAttachmentClass::StaticClass(), false, EmptyTransform, false));
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GripAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
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USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass<USkeletalMeshComponent>();
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if (IsValid(GripAttachmentClass))
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{
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if (IsValid(WeaponSkeletonMesh))
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{
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//this handles giving the weapon the required component class/code
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GripAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("GripMeshSocket")));
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UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
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//this makes it showup in editor for better debugging
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GripAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
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GripAttachmentClass->RegisterComponent();
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//below handles seeing the physical attachment you selected
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UStaticMeshComponent* StaticMeshComp = NewObject<UStaticMeshComponent>(GripAttachmentClass, UStaticMeshComponent::StaticClass());
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if (IsValid(StaticMeshComp))
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{
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StaticMeshComp->AttachToComponent(GripAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
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StaticMeshComp->SetStaticMesh(GripMesh);
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StaticMeshComp->SetRelativeRotation(FRotator(0, 0, 0));
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StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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//Making it show in editor for debugging
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StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;
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StaticMeshComp->RegisterComponent();
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}
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}
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}
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}
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void ABaseWeaponClass::RemoveAllAttachments()
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@ -29,7 +29,5 @@ void UGripAttachmentClass::BeginPlay()
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void UGripAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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