diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index 5fb874ed..68f6e73f 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:87aebe0b0ade2372a24d8570aa5634a1d111bfee7a657fb15631ce0569065b4f -size 60696 +oid sha256:b0a493fd95d8b0b43306329298c058cfa2f164ec071457bc575a8eafee95f1b1 +size 53936 diff --git a/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Pine.uasset b/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Pine.uasset index eafee70c..fb828784 100644 --- a/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Pine.uasset +++ b/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Pine.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b12c6d7285dd95b1c5669e07fc665f8859a17ee78c51f139170726848c06ee67 -size 31142 +oid sha256:196eb4590144ea90058b1a8b48d4662f2ba04302d4184e5e68698a3e715cc50e +size 29377 diff --git a/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Walnut.uasset b/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Walnut.uasset index 2e926194..1d3466c4 100644 --- a/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Walnut.uasset +++ b/EndlessVendetta/Content/StarterContent/Materials/M_Wood_Walnut.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8491e0b8978a41999e0f4fc6520cab088fcbe6ddf8b51655f34753aa45234c66 -size 20495 +oid sha256:da10621d164f621c3c598d9d293d707a2879d7caf8c0525652a06b38323820f0 +size 20139 diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 1b501f22..e0d1a789 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -306,17 +306,18 @@ void AEndlessVendettaCharacter::EquipPrimary() if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; bHasRifle = true; - if(!bIsPrimaryWeaponCreated) - { - //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass - //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object - //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor - PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); - PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); - PrimaryWeapon = Cast(PrimaryWeaponActor); - PrimaryWeapon->SetActorHiddenInGame(false); - bIsPrimaryWeaponCreated = true; - } + // if(!bIsPrimaryWeaponCreated) + // { + // //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass + // //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object + // //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor + // PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + // PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + // PrimaryWeapon = Cast(PrimaryWeaponActor); + // PrimaryWeapon->SetActorHiddenInGame(false); + // bIsPrimaryWeaponCreated = true; + // } + if (!IsValid(PrimaryWeaponActor)) return; PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); PrimaryWeapon = Cast(PrimaryWeaponActor); PrimaryWeapon->SetActorHiddenInGame(false);