diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp index d075a5e3..29b30310 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp @@ -42,9 +42,9 @@ void AVisionLink::SendOutPingPulse() //SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset; - AActor* LOSTestActor = GetWorld()->SpawnActor(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); - TArray EmptyFStringArray; - Cast(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner()); + //AActor* LOSTestActor = GetWorld()->SpawnActor(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); + //TArray EmptyFStringArray; + //Cast(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner()); UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!")); GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);