Bugfix Dialogue Skipping Too Far on Click

This commit is contained in:
Philip W 2024-03-15 10:57:51 +00:00
parent 7ae5c1f349
commit d1caa3d8d4
5 changed files with 7 additions and 11 deletions

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@ -63,10 +63,6 @@
"Name": "MixamoAnimationRetargeting", "Name": "MixamoAnimationRetargeting",
"Enabled": true, "Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80" "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
},
{
"Name": "RigLogic",
"Enabled": true
} }
] ]
} }

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@ -176,7 +176,7 @@ public:
UPROPERTY(BlueprintAssignable, Category = "Weapons") UPROPERTY(BlueprintAssignable, Category = "Weapons")
FSuccessfulHitEvent SuccessfulHitEvent; FSuccessfulHitEvent SuccessfulHitEvent;
void SuccessfulHit(bool bIsHeadshot) const; void SuccessfulHit(bool bIsHeadshot = false) const;
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;

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@ -210,14 +210,14 @@ void ABaseWeaponClass::Fire()
} }
else else
{ {
endlessVendettaChar->SuccessfulHit(false); endlessVendettaChar->SuccessfulHit();
} }
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
} }
if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor())) if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor()))
{ {
TargetDummy->TargetShot(); TargetDummy->TargetShot();
endlessVendettaChar->SuccessfulHit(false); endlessVendettaChar->SuccessfulHit();
} }
} }
HideNeedReloadUI(); HideNeedReloadUI();