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fb268fc5..9bff187d 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a71f3065094e88d3743a534b1f5fbc262e0be95be3a2bc8ffb9760a64e5cd266 -size 7310 +oid sha256:83de794a6ca955709e5b2082d8706348d61ae3f3754014ccd7205754c917bfd8 +size 7545 diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp index f4f1f85e..90cd1fe1 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp @@ -70,7 +70,6 @@ void AMyVICharacterBase::GetLifetimeReplicatedProps(TArray& O void AMyVICharacterBase::Jump() { - if (PlayerOnShip || InPauseMenu) return; // If missing critical components then jump and exit if (!VaultComponent || !GetCharacterMovement()) { @@ -212,7 +211,7 @@ bool AMyVICharacterBase::CanVault_Implementation() const } // Animation instance is required to play vault montage - if (!IsValid(FP_SkeletalMesh) || !IsValid(FP_SkeletalMesh->GetAnimInstance())) + if (!GetMesh() || !GetMesh()->GetAnimInstance()) { UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage")); return false; diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h index 11f60fa6..cd560d41 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h @@ -20,7 +20,7 @@ class UVIPawnVaultComponent; * Requires multiple overrides which will cause errors if not correctly performed */ UCLASS(abstract) -class ENDLESSVENDETTA_API AMyVICharacterBase : public ABountyHunterCharacter, public IVIPawnInterface +class ENDLESSVENDETTA_API AMyVICharacterBase : public ACharacter, public IVIPawnInterface { GENERATED_BODY() @@ -101,7 +101,7 @@ public: virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override; virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override; - virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return FP_SkeletalMesh; } + virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return GetMesh(); } virtual FVIAnimSet GetVaultAnimSet_Implementation() const override; virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override; virtual FVector GetVaultDirection_Implementation() const override; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 12239c0a..07d81f21 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -79,18 +79,6 @@ void AEndlessVendettaCharacter::BeginPlay() SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave; } - // Set the fp skeletal mesh for the vault it plugin to use - TArray MeshActComps = GetComponentsByClass(USkeletalMeshComponent::StaticClass()); - for (auto MeshActorComponent : MeshActComps) - { - USkeletalMeshComponent* MeshSkeletalComp = Cast(MeshActorComponent); - if (MeshSkeletalComp->ComponentHasTag("FP_Mesh")) - { - FP_SkeletalMesh = MeshSkeletalComp; - break; - } - } - //Add Input Mapping Context if (APlayerController* PlayerController = Cast(Controller)) { @@ -103,14 +91,14 @@ void AEndlessVendettaCharacter::BeginPlay() GadgetManager = Cast(GadgetManagerActor); FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); - for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) + UCameraComponent* CameraComponent = Cast(GetComponentByClass(UCameraComponent::StaticClass())); + if (IsValid(CameraComponent)) { - FirstPersonCameraComponent = Cast(PlayersCamera); - GadgetManager->SpawnGadgetsOnBeginPlay(Cast(PlayersCamera)); - break; + FirstPersonCameraComponent = CameraComponent; + GadgetManager->SpawnGadgetsOnBeginPlay(CameraComponent); } - InventoryComponent = Cast(GetWorld()->GetFirstPlayerController()->GetComponentByClass(UInventoryComponent::StaticClass())); + InventoryComponent = Cast(GetComponentByClass(UInventoryComponent::StaticClass())); WalkSpeed = CharacterMovement->MaxWalkSpeed; OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed; CurrentStamina = MaxStamina; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index ce9d73b8..549571d8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -253,10 +253,6 @@ protected: UFUNCTION(BlueprintImplementableEvent) void StoppedHoldingInteract(); -protected: - // Used by vault it plugin to run vaulting animations - USkeletalMeshComponent* FP_SkeletalMesh = nullptr; - // APawn interface virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; // End of APawn interface