Bugfix Bullet Impact Not Overlapping Restricted Bounds
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				| @ -41,6 +41,7 @@ | ||||
| +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Waypoint") | ||||
| +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Player") | ||||
| +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy") | ||||
| +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="RestrictedBounds") | ||||
| +EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore))) | ||||
| -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") | ||||
| -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") | ||||
|  | ||||
										
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							| @ -12,6 +12,7 @@ AAI_RestrictedZone::AAI_RestrictedZone() | ||||
| 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | ||||
| 	PrimaryActorTick.bCanEverTick = true; | ||||
| 	BoxCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision")); | ||||
| 	BoxCollision->SetCollisionObjectType(ECC_GameTraceChannel5); | ||||
| 	BoxCollision->SetCollisionResponseToChannel(ECC_EngineTraceChannel4, ECR_Overlap); | ||||
| } | ||||
| 
 | ||||
| @ -23,7 +24,8 @@ void AAI_RestrictedZone::BeginPlay() | ||||
| 	BoxCollision->OnComponentEndOverlap.AddDynamic(this, &AAI_RestrictedZone::OnBoxOverlapEnd); | ||||
| } | ||||
| 
 | ||||
| void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) | ||||
| void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, | ||||
|                                            int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) | ||||
| { | ||||
| 	if (Cast<AEndlessVendettaCharacter>(OtherActor)) | ||||
| 	{ | ||||
| @ -32,7 +34,8 @@ void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) | ||||
| void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, | ||||
|                                          int32 OtherBodyIndex) | ||||
| { | ||||
| 	if (Cast<AEndlessVendettaCharacter>(OtherActor)) | ||||
| 	{ | ||||
|  | ||||
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