Bugfix Crash on AI with No Weapons
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				| @ -20,7 +20,11 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow | ||||
| 	{ | ||||
| 		if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) | ||||
| 		{ | ||||
| 			USkeletalMeshComponent* const GunSKMesh = Cast<USkeletalMeshComponent>(AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun")[0]); | ||||
| 			USkeletalMeshComponent* GunSKMesh = nullptr; | ||||
| 			if (AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun").Num() > 0) | ||||
| 			{ | ||||
| 				GunSKMesh = Cast<USkeletalMeshComponent>(AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun")[0]); | ||||
| 			} | ||||
| 			FVector const Origin = IsValid(GunSKMesh) ? GunSKMesh->GetComponentLocation() : AIController->GetPawn()->GetActorLocation() + FVector(0.f, 0.f, 30.f); | ||||
| 			FVector const Start = Origin; | ||||
| 			FVector const End = Origin + AIController->GetPawn()->GetActorForwardVector() * 10000.f; | ||||
|  | ||||
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