Bugfix Bullet Impact Not Overlapping Restricted Bounds
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@ -41,6 +41,7 @@
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Waypoint")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Player")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="RestrictedBounds")
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+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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@ -12,6 +12,7 @@ AAI_RestrictedZone::AAI_RestrictedZone()
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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BoxCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision"));
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BoxCollision->SetCollisionObjectType(ECC_GameTraceChannel5);
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BoxCollision->SetCollisionResponseToChannel(ECC_EngineTraceChannel4, ECR_Overlap);
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}
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@ -23,7 +24,8 @@ void AAI_RestrictedZone::BeginPlay()
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BoxCollision->OnComponentEndOverlap.AddDynamic(this, &AAI_RestrictedZone::OnBoxOverlapEnd);
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}
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void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (Cast<AEndlessVendettaCharacter>(OtherActor))
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{
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@ -32,7 +34,8 @@ void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp,
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}
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}
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void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex)
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{
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if (Cast<AEndlessVendettaCharacter>(OtherActor))
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{
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