Bugfix Bullet Impact Not Overlapping Restricted Bounds

This commit is contained in:
Philip W 2024-05-11 16:50:57 +01:00
parent 326968822b
commit de296a10b9
3 changed files with 8 additions and 4 deletions

View File

@ -41,6 +41,7 @@
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Waypoint")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="RestrictedBounds")
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")

View File

@ -12,6 +12,7 @@ AAI_RestrictedZone::AAI_RestrictedZone()
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
BoxCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision"));
BoxCollision->SetCollisionObjectType(ECC_GameTraceChannel5);
BoxCollision->SetCollisionResponseToChannel(ECC_EngineTraceChannel4, ECR_Overlap);
}
@ -23,7 +24,8 @@ void AAI_RestrictedZone::BeginPlay()
BoxCollision->OnComponentEndOverlap.AddDynamic(this, &AAI_RestrictedZone::OnBoxOverlapEnd);
}
void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (Cast<AEndlessVendettaCharacter>(OtherActor))
{
@ -32,7 +34,8 @@ void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp,
}
}
void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex)
{
if (Cast<AEndlessVendettaCharacter>(OtherActor))
{