diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset index 2e59efee..765d07b3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a62f540e20308f751c7f7dc47df55cd1cdfbc5b282d98c6ac8a14ab472435ea9 -size 1617109 +oid sha256:d36b158f701a6104069875b85b6c4fe3c05d5eaa8b8fc085a5fcc92793010fac +size 1621595 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/AssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/AssaultRifle.uasset index 327862c7..518c53ee 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/AssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/AssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3c376963d4b64bc91d577adc4d22d11d19cdd1b57f4d6b6fc0dd0c413442500d -size 1870493 +oid sha256:79812b300a5492136e269034cadf25a2ee84b9d9483d36a6a0f434f6b2880b64 +size 1871414 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/BP_AssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/BP_AssaultRifle.uasset index 60a9c32b..23a63bd5 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/BP_AssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/Assault_Rifle/BP_AssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f02340c0da02bfb790dacbe8198ac2c4acf4d8a1f09519b3ab726a36877924f0 -size 150078 +oid sha256:6c2dc2729784ae2861f199e8a6c2d2440a816dbad6186f18d23a077ba078249b +size 144269 diff --git a/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap b/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap index 10bb9043..5f6e1d30 100644 --- a/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap +++ b/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9943d610b695c0d592ef1f7b1db30c328fa0b1cc1ee8206ed3a1cf7bda023028 -size 1988094 +oid sha256:993499c1c05bda89d0c1326c67a55fad3d2292de6f7d6019e0802aa319e3c455 +size 1988068 diff --git a/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset b/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset index 52b6548c..f287ac72 100644 --- a/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset +++ b/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b45245e0703e1db353e7103e5fec3c62113ce8ab21b98ad058ef07321334d327 +oid sha256:6d0cbafab0a0302236982c6bf2541fa4df78ba03c7fdb0bfae5fab0485a4ffb2 size 6680 diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 3fd0666e..54f94d63 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -487,10 +487,10 @@ void AEndlessVendettaCharacter::EquipPrimary() if (bIsReloading) return; if (IsValid(PrimaryWeapon)) { - TempUnequippedPrimary(); + //TempUnequippedPrimary(); GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("IsPrimaryWeapon valid check running")); - PrimaryWeapon->DetachFromActor(DetatchRules); - PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket")); + //PrimaryWeapon->DetachFromActor(DetatchRules); + //PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket")); PrimaryWeapon->SetActorHiddenInGame(true); PrimaryWeapon->SetActorEnableCollision(false); this->GetFirstPersonCameraComponent()->SetFieldOfView(90); @@ -520,9 +520,11 @@ void AEndlessVendettaCharacter::EquipPrimary() if (!bIsPrimaryWeaponCreated) { - PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + //PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + HeldWeapon->SetChildActorClass(PrimaryWeaponClass); + PrimaryWeaponActor = HeldWeapon->GetChildActor(); GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Spawning weapon")); - PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint")); + //PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint")); PrimaryWeapon = Cast(PrimaryWeaponActor); PrimaryWeapon->SetActorHiddenInGame(false); PrimaryWeapon->SetActorEnableCollision(false); @@ -535,15 +537,17 @@ void AEndlessVendettaCharacter::EquipPrimary() if (PrimaryWeaponClass != nullptr) { GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running")); - PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint")); + //PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint")); + HeldWeapon->SetChildActorClass(PrimaryWeaponClass); + PrimaryWeaponActor = HeldWeapon->GetChildActor(); PrimaryWeapon = Cast(PrimaryWeaponActor); PrimaryWeapon->SetActorHiddenInGame(false); PrimaryWeapon->SetActorEnableCollision(false); - GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle); + //GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle); bIsCurrentlyHoldingWeapon = true; bHasRifle = true; SetOverlayState(EOverlayState::AssaultRifle); - TempEquippedPrimary(); + //TempEquippedPrimary(); EquippedWeapon.Broadcast(); } } @@ -598,6 +602,8 @@ void AEndlessVendettaCharacter::EquipSecondary() } if (SecondaryWeaponClass != nullptr) { + HeldWeapon->SetChildActorClass(SecondaryWeaponClass); + SecondaryWeaponActor = HeldWeapon->GetChildActor(); SecondaryWeapon = Cast(SecondaryWeaponActor); SecondaryWeapon->SetActorHiddenInGame(false); bIsCurrentlyHoldingWeapon = true;