From eab0b2b18bae00a449210bf8990126572fdf8375 Mon Sep 17 00:00:00 2001 From: PHILIP WHITE Date: Wed, 13 Mar 2024 22:36:37 +0000 Subject: [PATCH] Bugfix Shots Landing Not Dealing Damage --- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index b6f65b15..f95e7714 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -176,8 +176,8 @@ void ABaseWeaponClass::Fire() if (currentAmmoCount > 0) { //do damage fallof based off distance - traceStart = GunStartArrow->GetComponentLocation(); - traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); + traceStart = Cast(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle"); + traceEnd = traceStart + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent()->GetForwardVector() * BulletDistance; if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); WeaponFired.Broadcast();