Bugfix VisionLink to Deactivate WIP Fucntionalilty
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				| @ -38,9 +38,9 @@ void AVisionLink::SendOutPingPulse() | ||||
| 	UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle); | ||||
| 	if (NumOfPingPulsesLeftInThisCycle < 0) return; | ||||
| 
 | ||||
| 	FActorSpawnParameters SpawnParams; | ||||
| 	SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; | ||||
| 	FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset; | ||||
| 	//FActorSpawnParameters SpawnParams;
 | ||||
| 	//SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
 | ||||
| 	//FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset;
 | ||||
| 	 | ||||
| 	AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); | ||||
| 	TArray<FString> EmptyFStringArray; | ||||
|  | ||||
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