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UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow { if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) { - FVector const Origin = AIController->GetPawn()->GetActorLocation(); - FVector const Start = Origin + FVector(0.f, 0.f, 30.f); - FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation"); + USkeletalMeshComponent* GunSKMesh = nullptr; + if (AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun").Num() > 0) + { + GunSKMesh = Cast(AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun")[0]); + } + FVector const Origin = IsValid(GunSKMesh) ? GunSKMesh->GetComponentLocation() : AIController->GetPawn()->GetActorLocation() + FVector(0.f, 0.f, 30.f); + FVector const Start = Origin; + FVector const End = Origin + AIController->GetPawn()->GetActorForwardVector() * 10000.f; if (AEnemyCharacter* const EnemyCharacter = Cast(AIController->GetPawn())) { EnemyCharacter->FireWeapon.Broadcast(); EnemyCharacter->SetFiring(true); FCollisionQueryParams QueryParams; QueryParams.AddIgnoredActor(AIController->GetPawn()); - if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams)) + if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, QueryParams)) { if (IsValid(HitResult.GetActor())) {