Bugfix VisionLink to Deactivate WIP Fucntionalilty
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@ -38,18 +38,15 @@ void AVisionLink::SendOutPingPulse()
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UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle);
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if (NumOfPingPulsesLeftInThisCycle < 0) return;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset;
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//FActorSpawnParameters SpawnParams;
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//SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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//FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset;
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AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams);
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TArray<FString> EmptyFStringArray;
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Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner());
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// AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams);
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// TArray<FString> EmptyFStringArray;
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// Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner());
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UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!"));
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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PlayPingPulseAnim(TimeInbetweenPingPulses);
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}
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