Bugfix Not Taking Damage as Line Trace Hit Projectile
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@ -39,6 +39,7 @@
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+Profiles=(Name="Vault",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Needs description")
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+Profiles=(Name="Vault",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Needs description")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Waypoint")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Waypoint")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Player")
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+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
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+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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@ -71,7 +72,7 @@ bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/EndlessVendetta.EVGameInstance
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GameInstanceClass=/Script/EndlessVendetta.EVGameInstance
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GameDefaultMap=/Game/Levels/MainMenuLevel.MainMenuLevel
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GameDefaultMap=/Game/Levels/MainMenuLevel.MainMenuLevel
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Script/EndlessVendetta.EndlessVendettaGameMode
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GlobalDefaultGameMode=/Game/FirstPerson/BPGM_Vendetta.BPGM_Vendetta_C
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GlobalDefaultServerGameMode=None
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GlobalDefaultServerGameMode=None
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[/Script/Engine.RendererSettings]
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[/Script/Engine.RendererSettings]
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
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@ -34,7 +34,11 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
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EnemyCharacter->SetFiring(true);
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EnemyCharacter->SetFiring(true);
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FCollisionQueryParams QueryParams;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(AIController->GetPawn());
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QueryParams.AddIgnoredActor(AIController->GetPawn());
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, QueryParams))
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FCollisionObjectQueryParams ObjectQueryParams;
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ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
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ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
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ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByObjectType(HitResult, Start, End, ObjectQueryParams, QueryParams))
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{
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{
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if (IsValid(HitResult.GetActor()))
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if (IsValid(HitResult.GetActor()))
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{
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{
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