Add extra checking when spawning WeaponPickup on EnemyAI Death
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@ -104,11 +104,13 @@ void AEnemyAIController::OnDeath(FDamageInfo info)
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if (enemy->DefaultWeaponInventory.Num() > 0)
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if (enemy->DefaultWeaponInventory.Num() > 0)
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{
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{
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// TODO: This can sometimes crash, need to investigate
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// TODO: This can sometimes crash, need to investigate
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auto weaponPickup = GetWorld()->SpawnActor<AWeaponPickup>();
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if (auto weaponPickup = GetWorld()->SpawnActor<AWeaponPickup>())
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{
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weaponPickup->SetActorLocation(enemy->GetActorLocation());
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weaponPickup->SetActorLocation(enemy->GetActorLocation());
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weaponPickup->SetWeapon(enemy->DefaultWeaponInventory[enemy->GetCurrentInventorySlot()]);
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weaponPickup->SetWeapon(enemy->DefaultWeaponInventory[enemy->GetCurrentInventorySlot()]);
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weaponPickup->SetWeaponProperties(*enemy->CurrentWeapon->GetWeaponProperties());
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weaponPickup->SetWeaponProperties(*enemy->CurrentWeapon->GetWeaponProperties());
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}
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}
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}
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}
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}
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void AEnemyAIController::OnPerceptionUpdated(const TArray<AActor*>& actors)
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void AEnemyAIController::OnPerceptionUpdated(const TArray<AActor*>& actors)
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