Added temp crosshair to level
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parent
2f0a49faaf
commit
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:059c5de9ae43a57d471949157f8c1e59bcbc14c1ca117627ccb9d1b27036c180
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size 27098
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oid sha256:a64df34489d5d5452a5b7310e944fd0cb2ea1a2a52eacf2c7bcf9a8d03aadb2c
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size 40999
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Images/crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Images/crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -57,11 +57,11 @@ void AVisionLinkEnemyLOSTest::TestLOS(TArray<FString> EnemiesInLink, AActor* LOS
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return;
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}
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for (AActor* Enemy : OverlappingEnemies)
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/*for (AActor* Enemy : OverlappingEnemies)
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{
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FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
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UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
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}
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}*/
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Destroy();
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