Update Control Rig to Use Inverse Kinematics
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
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EndlessVendetta/Content/Characters/Mannequins/Meshes/SK_Mannequin.uasset
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EndlessVendetta/Content/Characters/Mannequins/Meshes/SK_Mannequin.uasset
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EndlessVendetta/Content/Characters/Mannequins/Rigs/CR_Mannequin_BasicFootIK.uasset
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@ -59,10 +59,15 @@ void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) const
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DelegatedControlHub->SetAlertLevel(NewAlertLevel);
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}
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void AEnemyCharacter::EquipWeapon_Implementation()
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{
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}
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void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation)
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{
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if (!IsValid(this)) return;
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if (!IsValid(GetController())) return;
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SetAlertLevel(2);
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EquipWeapon();
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Cast<AAIController>(GetController())->GetBlackboardComponent()->SetValueAsVector("LastKnownLocation", PlayerLastKnownLocation);
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}
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@ -28,6 +28,10 @@ public:
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virtual void Tick(float DeltaTime) override;
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void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub);
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void SetLocalAlertLevel(int NewAlertLevel) const;
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UFUNCTION(BlueprintNativeEvent)
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void EquipWeapon();
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virtual void EquipWeapon_Implementation();
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private:
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FDelegateHandle AlertLevelDelegateHandle;
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