From 3b41b28b4cdcb6945d5a988edb35ce0f7eb7fe6c Mon Sep 17 00:00:00 2001 From: PHILIP WHITE Date: Wed, 13 Mar 2024 21:44:04 +0000 Subject: [PATCH] Bugfix Getting Shot and Taking No Damage --- .../Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp index b5182ba8..8e213344 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp @@ -25,7 +25,7 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow { GunSKMesh = Cast(AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun")[0]); } - FVector const Origin = IsValid(GunSKMesh) ? GunSKMesh->GetComponentLocation() : AIController->GetPawn()->GetActorLocation() + FVector(0.f, 0.f, 30.f); + FVector const Origin = IsValid(GunSKMesh) ? GunSKMesh->GetSocketLocation("Muzzle") : AIController->GetPawn()->GetActorLocation() + FVector(0.f, 0.f, 30.f); FVector const Start = Origin; FVector const End = Origin + AIController->GetPawn()->GetActorForwardVector() * 100000.f; if (AEnemyCharacter* const EnemyCharacter = Cast(AIController->GetPawn()))