From 1b32434d98f721490181baecb9ab4c93858b8a3a Mon Sep 17 00:00:00 2001 From: baz Date: Tue, 12 Mar 2024 19:56:17 +0000 Subject: [PATCH] Fix static mesh inhabiting the incorrect position --- Source/Nakatomi/StaticMeshPickup.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/Source/Nakatomi/StaticMeshPickup.cpp b/Source/Nakatomi/StaticMeshPickup.cpp index ee59af2..07d0223 100644 --- a/Source/Nakatomi/StaticMeshPickup.cpp +++ b/Source/Nakatomi/StaticMeshPickup.cpp @@ -14,9 +14,8 @@ AStaticMeshPickup::AStaticMeshPickup() void AStaticMeshPickup::BeginPlay() { Super::BeginPlay(); - - StaticMeshComponent->SetWorldLocation(this->GetActorLocation()); - StartingLocation = this->GetActorLocation(); + + StartingLocation = StaticMeshComponent->GetRelativeLocation(); StaticMeshComponent->SetCollisionProfileName(FName("NoCollision")); } @@ -26,10 +25,10 @@ void AStaticMeshPickup::Tick(float DeltaTime) if (StaticMeshComponent) { - // Rotate Weapon in desired direction + // Rotate StaticMesh in desired direction StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime); - // Bob weapon up and down + // Bob StaticMesh up and down const float Time = GetWorld()->GetRealTimeSeconds(); const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed)); StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));