Merge remote-tracking branch 'origin/AI' into Green-Light/Rafals-Branch
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commit
ce7d25f21d
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@ -154,8 +154,8 @@ ManualIPAddress=
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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[/Script/NavigationSystem.RecastNavMesh]
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[/Script/NavigationSystem.RecastNavMesh]
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AgentMaxStepHeight=73.434059
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AgentMaxStepHeight=45.929649
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AgentMaxSlope=64.648003
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AgentMaxSlope=45.053085
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CellSize=10.000000
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CellSize=10.000000
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RuntimeGeneration=Dynamic
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RuntimeGeneration=Dynamic
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacterSwat.uasset
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EndlessVendetta/Content/AI/Enemy/Basic/BT_BasicEnemy.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_NeedReloadText.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/UI_Bar_Fill.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/UI_Bar_Outline.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/MetaHumans/Dhruv/BP_Dhruv.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/4/DF/EI4FFQ2STMC3TRHBQOUNH5.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/5/95/31WBX0XWARTHM3RCYSFU9M.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/8/OF/W8X5ON78DR25CQV6QFGJO4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/A/9W/KV7XP1AJXG9P45HFKK5F76.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/B/8N/O8PP5KE5USY7FTAE75J65R.uasset
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@ -20,16 +20,21 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
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{
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{
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if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent())
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if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent())
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{
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{
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FVector const Origin = AIController->GetPawn()->GetActorLocation();
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USkeletalMeshComponent* GunSKMesh = nullptr;
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FVector const Start = Origin + FVector(0.f, 0.f, 30.f);
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if (AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun").Num() > 0)
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FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
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{
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GunSKMesh = Cast<USkeletalMeshComponent>(AIController->GetPawn()->GetComponentsByTag(USkeletalMeshComponent::StaticClass(), "Gun")[0]);
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}
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FVector const Origin = IsValid(GunSKMesh) ? GunSKMesh->GetComponentLocation() : AIController->GetPawn()->GetActorLocation() + FVector(0.f, 0.f, 30.f);
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FVector const Start = Origin;
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FVector const End = Origin + AIController->GetPawn()->GetActorForwardVector() * 10000.f;
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if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn()))
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if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn()))
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{
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{
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EnemyCharacter->FireWeapon.Broadcast();
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EnemyCharacter->FireWeapon.Broadcast();
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EnemyCharacter->SetFiring(true);
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EnemyCharacter->SetFiring(true);
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FCollisionQueryParams QueryParams;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(AIController->GetPawn());
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QueryParams.AddIgnoredActor(AIController->GetPawn());
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams))
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, QueryParams))
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{
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{
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if (IsValid(HitResult.GetActor()))
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if (IsValid(HitResult.GetActor()))
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{
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{
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