Fixed extended mag attachement code not working

This commit is contained in:
MH261677 2024-03-19 13:51:30 +00:00
parent dd4cb95d1c
commit cd8f414b03
3 changed files with 7 additions and 5 deletions

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@ -13,6 +13,7 @@
#include <EndlessVendetta/EndlessVendettaGameMode.h> #include <EndlessVendetta/EndlessVendettaGameMode.h>
#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h" #include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
#include "EndlessVendetta/Workbench&Attachments/ExtendedMagAttachmentClass.h"
#include "EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h" #include "EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h"
@ -319,7 +320,7 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP EXTENDEDMAG ATTACHMENTS")); GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP EXTENDEDMAG ATTACHMENTS"));
FTransform EmptyTransform; FTransform EmptyTransform;
USceneComponent* ExtendedMagAttachmentClass = Cast<USceneComponent>(AddComponentByClass(USilencerAttachmentClass::StaticClass(), false, EmptyTransform, false)); USceneComponent* ExtendedMagAttachmentClass = Cast<USceneComponent>(AddComponentByClass(UExtendedMagAttachmentClass::StaticClass(), false, EmptyTransform, false));
ExtendedMagAttachmentClass->ComponentTags.Add(FName("AttachmentType")); ExtendedMagAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass<USkeletalMeshComponent>(); USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass<USkeletalMeshComponent>();
if (IsValid(ExtendedMagAttachmentClass)) if (IsValid(ExtendedMagAttachmentClass))
@ -327,7 +328,7 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
if (IsValid(WeaponSkeletonMesh)) if (IsValid(WeaponSkeletonMesh))
{ {
//this handles giving the weapon the required component class/code //this handles giving the weapon the required component class/code
ExtendedMagAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("SilencerMeshSocket"))); ExtendedMagAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("ExtendedMagSocket")));
UE_LOG(LogTemp, Display, TEXT("All Attachment is valid")); UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
//this makes it showup in editor for better debugging //this makes it showup in editor for better debugging
ExtendedMagAttachmentClass->CreationMethod = EComponentCreationMethod::Instance; ExtendedMagAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
@ -338,7 +339,7 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
{ {
StaticMeshComp->AttachToComponent(ExtendedMagAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale); StaticMeshComp->AttachToComponent(ExtendedMagAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
StaticMeshComp->SetStaticMesh(ExtendedMagMesh); StaticMeshComp->SetStaticMesh(ExtendedMagMesh);
StaticMeshComp->SetRelativeRotation(FRotator(0, 90, 0)); StaticMeshComp->SetRelativeRotation(FRotator(0, 180, 0));
StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision); StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
//Making it show in editor for debugging //Making it show in editor for debugging
StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance; StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;

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@ -29,7 +29,5 @@ void UExtendedMagAttachmentClass::BeginPlay()
void UExtendedMagAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) void UExtendedMagAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{ {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
} }