Bugfix VisionLink to Deactivate WIP Fucntionalilty
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@ -38,9 +38,9 @@ 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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