Fixed Silencer for Rifles not positioned and rotated properly
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9329454318
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@ -9,13 +9,10 @@
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<change beforePath="$PROJECT_DIR$/Content/FPWeapon/Mesh/SK_FPGun.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/FPWeapon/Mesh/SK_FPGun.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/Shapes/TempSilencer.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Shapes/TempSilencer.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/__ExternalActors__/Levels/DoorTestLevel/9/PG/AISD2CY0WTWKV1BJDYTYJ3.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/__ExternalActors__/Levels/DoorTestLevel/9/PG/AISD2CY0WTWKV1BJDYTYJ3.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp" afterDir="false" />
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@ -136,7 +133,7 @@
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<workItem from="1706110241756" duration="1092000" />
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<workItem from="1706705451486" duration="5218000" />
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<workItem from="1706727398145" duration="597000" />
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<workItem from="1706790490396" duration="10304000" />
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<servers />
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</component>
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BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/StarterContent/Shapes/TempSilencer.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/StarterContent/Shapes/TempSilencer.uasset
(Stored with Git LFS)
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@ -266,7 +266,7 @@ void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
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{
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if (IsValid(WeaponSkeletonMesh))
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{
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SilencerAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("SilencerSocketMesh")));
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SilencerAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("SilencerMeshSocket")));
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UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
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//this makes it showup in editor for better debugging
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SilencerAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
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@ -276,6 +276,9 @@ void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
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{
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StaticMeshComp->AttachToComponent(SilencerAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
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StaticMeshComp->SetStaticMesh(SilencerMesh);
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StaticMeshComp->SetRelativeRotation(FRotator(0,90,0));
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StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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//Making it show in editor for debugging
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StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;
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StaticMeshComp->RegisterComponent();
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}
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