Fixed Mini Waypoint Being Stuck to Center of Screen When Main Waypoint Spawns Behind Player
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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@ -20,8 +20,8 @@ void UMiniWaypoint::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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ArrowImage->SetRenderTransformAngle(TargetYaw - PlayerYaw);
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// Check if waypoint is outside of players vision frustum
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if (FMath::IsWithin(ScreenLoc.X, -0.01, 0.01) && FMath::IsWithin(ScreenLoc.Y, -0.01, 0.01))
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{
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if (FMath::IsNearlyZero(ScreenLoc.X) && FMath::IsNearlyZero(ScreenLoc.Y) && !FMath::IsNearlyZero(IconCanvasPanelSlot->GetPosition().X))//(FMath::IsWithin(ScreenLoc.X, -0.01, 0.01) && FMath::IsWithin(ScreenLoc.Y, -0.01, 0.01))
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{
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// Check if waypoint is closer to the players right
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bool TargetOnTheRight;
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if (PlayerYaw >= TargetYaw)
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