Update Pistol for Arms & Gun Fire Animation
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ABP_Pistol.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ABP_Pistol.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire_Montage.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire_Montage.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire_Montage.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Idle.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Idle.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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							| @ -70,7 +70,6 @@ void AMyVICharacterBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O | ||||
| 
 | ||||
| void AMyVICharacterBase::Jump() | ||||
| { | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	// If missing critical components then jump and exit
 | ||||
| 	if (!VaultComponent || !GetCharacterMovement()) | ||||
| 	{ | ||||
| @ -212,7 +211,7 @@ bool AMyVICharacterBase::CanVault_Implementation() const | ||||
| 	} | ||||
| 
 | ||||
| 	// Animation instance is required to play vault montage
 | ||||
| 	if (!IsValid(FP_SkeletalMesh) || !IsValid(FP_SkeletalMesh->GetAnimInstance())) | ||||
| 	if (!GetMesh() || !GetMesh()->GetAnimInstance()) | ||||
| 	{ | ||||
| 		UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage")); | ||||
| 		return false; | ||||
|  | ||||
| @ -20,7 +20,7 @@ class UVIPawnVaultComponent; | ||||
|  * Requires multiple overrides which will cause errors if not correctly performed | ||||
|  */ | ||||
| UCLASS(abstract) | ||||
| class ENDLESSVENDETTA_API AMyVICharacterBase : public ABountyHunterCharacter, public IVIPawnInterface | ||||
| class ENDLESSVENDETTA_API AMyVICharacterBase : public ACharacter, public IVIPawnInterface | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| 
 | ||||
| @ -101,7 +101,7 @@ public: | ||||
| 
 | ||||
| 	virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override; | ||||
| 	virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override; | ||||
| 	virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return FP_SkeletalMesh; } | ||||
| 	virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return GetMesh(); } | ||||
| 	virtual FVIAnimSet GetVaultAnimSet_Implementation() const override; | ||||
| 	virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override; | ||||
| 	virtual FVector GetVaultDirection_Implementation() const override; | ||||
|  | ||||
| @ -79,18 +79,6 @@ void AEndlessVendettaCharacter::BeginPlay() | ||||
| 		SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave; | ||||
| 	} | ||||
| 
 | ||||
| 	// Set the fp skeletal mesh for the vault it plugin to use
 | ||||
| 	TArray<UActorComponent*> MeshActComps = GetComponentsByClass(USkeletalMeshComponent::StaticClass()); | ||||
| 	for (auto MeshActorComponent : MeshActComps) | ||||
| 	{ | ||||
| 		USkeletalMeshComponent* MeshSkeletalComp = Cast<USkeletalMeshComponent>(MeshActorComponent); | ||||
| 		if (MeshSkeletalComp->ComponentHasTag("FP_Mesh")) | ||||
| 		{ | ||||
| 			FP_SkeletalMesh = MeshSkeletalComp; | ||||
| 			break; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	//Add Input Mapping Context
 | ||||
| 	if (APlayerController* PlayerController = Cast<APlayerController>(Controller)) | ||||
| 	{ | ||||
| @ -103,14 +91,14 @@ void AEndlessVendettaCharacter::BeginPlay() | ||||
| 	GadgetManager = Cast<AGadgetManager>(GadgetManagerActor); | ||||
| 	FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); | ||||
| 	GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); | ||||
| 	for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) | ||||
| 	UCameraComponent* CameraComponent = Cast<UCameraComponent>(GetComponentByClass(UCameraComponent::StaticClass())); | ||||
| 	if (IsValid(CameraComponent)) | ||||
| 	{ | ||||
| 		FirstPersonCameraComponent = Cast<UCameraComponent>(PlayersCamera); | ||||
| 		GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera)); | ||||
| 		break; | ||||
| 		FirstPersonCameraComponent = CameraComponent; | ||||
| 		GadgetManager->SpawnGadgetsOnBeginPlay(CameraComponent); | ||||
| 	} | ||||
| 
 | ||||
| 	InventoryComponent = Cast<UInventoryComponent>(GetWorld()->GetFirstPlayerController()->GetComponentByClass(UInventoryComponent::StaticClass())); | ||||
| 	InventoryComponent = Cast<UInventoryComponent>(GetComponentByClass(UInventoryComponent::StaticClass())); | ||||
| 	WalkSpeed = CharacterMovement->MaxWalkSpeed; | ||||
| 	OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed; | ||||
| 	CurrentStamina = MaxStamina; | ||||
|  | ||||
| @ -253,10 +253,6 @@ protected: | ||||
| 	UFUNCTION(BlueprintImplementableEvent) | ||||
| 	void StoppedHoldingInteract(); | ||||
| 
 | ||||
| protected: | ||||
| 	// Used by vault it plugin to run vaulting animations
 | ||||
| 	USkeletalMeshComponent* FP_SkeletalMesh = nullptr; | ||||
| 
 | ||||
| 	// APawn interface
 | ||||
| 	virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; | ||||
| 	// End of APawn interface
 | ||||
|  | ||||
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