diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index 45c1d773..e5f088c1 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8ed6514d622002de71d7aff211f2be020111c265df5ccf17b9d8be0aea7e9c67 +oid sha256:7c0fd4450ec6d49a9d02ac7f5cebcc37da737f5efdb136537b2fd9eba4f13985 size 66790690 diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp index de3835f4..5ba54e20 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp @@ -149,25 +149,26 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName) return; UEVGameInstance* GI = Cast(GetGameInstance()); if (!IsValid(GI->MainSaveGameInstanceRef)) return; - TArray LandingZones; - ALandingZone* ClosestLandingZone = nullptr; - double DistToClosestLandingZone; - UGameplayStatics::GetAllActorsOfClass(GetWorld(), ALandingZone::StaticClass(), LandingZones); - for (AActor* LZ_Actor : LandingZones) - { - ALandingZone* LZ = Cast(LZ_Actor); - double DistToLZ = FVector::Dist(LZ->GetExitTransform().GetLocation(), GetActorLocation()); - if (!IsValid(ClosestLandingZone)) - { - ClosestLandingZone = LZ; - DistToClosestLandingZone = DistToLZ; - continue; - } - ClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? LZ : ClosestLandingZone; - DistToClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? DistToLZ : DistToClosestLandingZone; - } - if (!IsValid(ClosestLandingZone)) return; - GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = ClosestLandingZone->GetExitTransform(); + GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = GetActorTransform(); + // TArray LandingZones; + // ALandingZone* ClosestLandingZone = nullptr; + // double DistToClosestLandingZone; + // UGameplayStatics::GetAllActorsOfClass(GetWorld(), ALandingZone::StaticClass(), LandingZones); + // for (AActor* LZ_Actor : LandingZones) + // { + // ALandingZone* LZ = Cast(LZ_Actor); + // double DistToLZ = FVector::Dist(LZ->GetExitTransform().GetLocation(), GetActorLocation()); + // if (!IsValid(ClosestLandingZone)) + // { + // ClosestLandingZone = LZ; + // DistToClosestLandingZone = DistToLZ; + // continue; + // } + // ClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? LZ : ClosestLandingZone; + // DistToClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? DistToLZ : DistToClosestLandingZone; + // } + // if (!IsValid(ClosestLandingZone)) return; + // GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = ClosestLandingZone->GetExitTransform(); UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); }