Merge remote-tracking branch 'origin/AI' into Green-Light/Rafals-Branch
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							| @ -154,8 +154,8 @@ ManualIPAddress= | ||||
| +PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") | ||||
| 
 | ||||
| [/Script/NavigationSystem.RecastNavMesh] | ||||
| AgentMaxStepHeight=73.434059 | ||||
| AgentMaxSlope=64.648003 | ||||
| AgentMaxStepHeight=45.929649 | ||||
| AgentMaxSlope=45.053085 | ||||
| CellSize=10.000000 | ||||
| RuntimeGeneration=Dynamic | ||||
| 
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|  | ||||
							
								
								
									
										
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							| @ -20,16 +20,21 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow | ||||
| 	{ | ||||
| 		if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) | ||||
| 		{ | ||||
| 			FVector const Origin = AIController->GetPawn()->GetActorLocation(); | ||||
| 			FVector const Start = Origin + FVector(0.f, 0.f, 30.f); | ||||
| 			FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation"); | ||||
| 			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; | ||||
| 			if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn())) | ||||
| 			{ | ||||
| 				EnemyCharacter->FireWeapon.Broadcast(); | ||||
| 				EnemyCharacter->SetFiring(true); | ||||
| 				FCollisionQueryParams QueryParams; | ||||
| 				QueryParams.AddIgnoredActor(AIController->GetPawn()); | ||||
| 				if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams)) | ||||
| 				if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, QueryParams)) | ||||
| 				{ | ||||
| 					if (IsValid(HitResult.GetActor())) | ||||
| 					{ | ||||
|  | ||||
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