Added AI Control HUB to Tutorial Hit Level

This commit is contained in:
Rafal Swierczek 2023-10-16 14:00:13 +01:00
parent 8f951c3927
commit 131b1977ba
4 changed files with 6 additions and 6 deletions

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@ -4,7 +4,7 @@
+EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore)))
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester
EditorStartupMap=/Game/LevelPrototyping/Scenes/TutorialHit.TutorialHit
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
@ -13,7 +13,7 @@ ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester
GameDefaultMap=/Game/LevelPrototyping/Scenes/TutorialHit.TutorialHit
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/FirstPerson/GunMechanicWorld.GunMechanicWorld_C
GlobalDefaultServerGameMode=None

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:3ffb6c31ffcde26ae8a0f677a27ced553a7f10e9a7a41786f4c7a319f02205bc
size 411380
oid sha256:1c712cf9883033d3111fd9d1caf88fe4ea56784215d573436cf8e0752f3cae2f
size 413690

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@ -19,7 +19,7 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
{
FVector const Origin = AIController->GetPawn()->GetActorLocation();
FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f);
//DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f);
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;