From fb003af73f2d721765d549469dfb925d09fb620d Mon Sep 17 00:00:00 2001 From: MH261677 Date: Mon, 22 Jan 2024 17:46:04 +0000 Subject: [PATCH] Added FOV Changes back for proper zooming --- .../EndlessVendetta/EndlessVendettaCharacter.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 8d5021e9..0db4c81f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -430,7 +430,7 @@ void AEndlessVendettaCharacter::EquipSecondary() //UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden()); GLog->Log("Secondary Weapon Equipped"); } - SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint")); SecondaryWeapon = Cast(SecondaryWeaponActor); SecondaryWeapon->SetActorHiddenInGame(false); GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle); @@ -494,14 +494,14 @@ void AEndlessVendettaCharacter::GunRightClick() bIsScoped = true; PrimaryWeapon->WeaponScopedFire(); StartPrimaryWeaponADS(); - //this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually + this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually } if (IsValid(SecondaryWeapon) && !bIsScoped) { bIsScoped = true; SecondaryWeapon->WeaponScopedFire(); StartSecondaryWeaponADS(); - //this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually + this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually } } @@ -512,14 +512,14 @@ void AEndlessVendettaCharacter::StopGunRightClick() bIsScoped = false; PrimaryWeapon->WeaponScopedFire(); StopPrimaryWeaponADS(); - //this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); } if (IsValid(SecondaryWeapon)) { bIsScoped = false; SecondaryWeapon->WeaponScopedFire(); StopSecondaryWeaponADS(); - //this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); } }