Fixed Crosshair Not returning to proper Position

This commit is contained in:
MH261677 2023-10-10 13:14:09 +01:00
parent caf7254f10
commit 79ef9a3de1
2 changed files with 1 additions and 7 deletions

View File

@ -147,7 +147,7 @@ void ABaseWeaponClass::CancelFire()
UE_LOG(LogTemp, Display, TEXT("FireCancelled")); UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
bulletCountShoot = 0; bulletCountShoot = 0;
GunStartArrow->SetRelativeRotation(FRotator(0,0,0)); GunStartArrow->SetRelativeRotation(FRotator(0,0,0));
playerControllerRef->SetControlRotation(ogPlayerRotation); playerControllerRef->SetControlRotation(FRotator(0,0,0));
} }
void ABaseWeaponClass::Fire() void ABaseWeaponClass::Fire()
@ -165,10 +165,6 @@ void ABaseWeaponClass::Fire()
GenerateRecoilVector(); GenerateRecoilVector();
ClickDetectionTimer(); ClickDetectionTimer();
bulletCountShoot += 1; bulletCountShoot += 1;
if (bulletCountShoot <= 1)
{
ogPlayerRotation = FRotator(playerControllerRef->GetControlRotation());
}
if (outHit.bBlockingHit) if (outHit.bBlockingHit)
{ {
if (!Cast<AAICharacter>(outHit.GetActor())) return; if (!Cast<AAICharacter>(outHit.GetActor())) return;

View File

@ -135,8 +135,6 @@ public:
FVector newTraceEnd; FVector newTraceEnd;
FCollisionQueryParams collisionParams; FCollisionQueryParams collisionParams;
FRotator ogPlayerRotation;
//UFUNCTION(BlueprintCallable, Category = "Weapons") //UFUNCTION(BlueprintCallable, Category = "Weapons")
//void RecoilVerticalLimit(FHitResult Outhit); //void RecoilVerticalLimit(FHitResult Outhit);