Fixed Mini Waypoint Being Stuck to Center of Screen When Main Waypoint Spawns Behind Player
This commit is contained in:
parent
797653132e
commit
53c64e90f4
BIN
EndlessVendetta/Content/Levels/TrainingFacility.umap
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Levels/TrainingFacility.umap
(Stored with Git LFS)
Binary file not shown.
@ -20,7 +20,7 @@ void UMiniWaypoint::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
|
|||||||
ArrowImage->SetRenderTransformAngle(TargetYaw - PlayerYaw);
|
ArrowImage->SetRenderTransformAngle(TargetYaw - PlayerYaw);
|
||||||
|
|
||||||
// Check if waypoint is outside of players vision frustum
|
// Check if waypoint is outside of players vision frustum
|
||||||
if (FMath::IsWithin(ScreenLoc.X, -0.01, 0.01) && FMath::IsWithin(ScreenLoc.Y, -0.01, 0.01))
|
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))
|
||||||
{
|
{
|
||||||
// Check if waypoint is closer to the players right
|
// Check if waypoint is closer to the players right
|
||||||
bool TargetOnTheRight;
|
bool TargetOnTheRight;
|
||||||
|
Loading…
Reference in New Issue
Block a user