Fixed Gadgets not Despawning After Being Switched Out
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@ -39,8 +39,16 @@ void AGadgetManager::SpawnGadget(TSubclassOf<AGadgetBase> GadgetClass, USceneCom
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AActor* SpawnedActor = GetWorld()->SpawnActor<AActor>(GadgetClass, GetActorLocation(), GetActorRotation(), SpawnParams);
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AActor* SpawnedActor = GetWorld()->SpawnActor<AActor>(GadgetClass, GetActorLocation(), GetActorRotation(), SpawnParams);
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if (SpawnedActor->IsA(AReconGadget::StaticClass())) ReconGadget = Cast<AReconGadget>(SpawnedActor);
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if (SpawnedActor->IsA(AReconGadget::StaticClass()))
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else if (SpawnedActor->IsA(ACombatGadget::StaticClass())) CombatGadget = Cast<ACombatGadget>(SpawnedActor);
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{
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if (IsValid(ReconGadget)) ReconGadget->Destroy();
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ReconGadget = Cast<AReconGadget>(SpawnedActor);
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}
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else if (SpawnedActor->IsA(ACombatGadget::StaticClass()))
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{
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if (IsValid(CombatGadget)) CombatGadget->Destroy();
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CombatGadget = Cast<ACombatGadget>(SpawnedActor);
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}
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else UE_LOG(LogTemp, Fatal, TEXT("Passed sub class of gadget base is neither a combat or recon gadget, check the gadget class you're passing through or contact Rafal"));
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else UE_LOG(LogTemp, Fatal, TEXT("Passed sub class of gadget base is neither a combat or recon gadget, check the gadget class you're passing through or contact Rafal"));
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AGadgetBase* BaseGadget = Cast<AGadgetBase>(SpawnedActor);
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AGadgetBase* BaseGadget = Cast<AGadgetBase>(SpawnedActor);
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