Filter Hits by Actor Tag
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				| @ -8,6 +8,7 @@ | ||||
| #include "EnhancedInputSubsystems.h" | ||||
| #include "GameFramework/CharacterMovementComponent.h" | ||||
| #include "InputMappingContext.h" | ||||
| #include "Destructable.h" | ||||
| 
 | ||||
| #define COLLISION_WEAPON	ECC_GameTraceChannel1 | ||||
| 
 | ||||
| @ -234,6 +235,17 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits) | ||||
| 			DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0); | ||||
| 
 | ||||
| 			// TODO: Handle hits in a meaningful way
 | ||||
| 
 | ||||
| 			if (Result.GetActor()->ActorHasTag(FName("Destructable"))) | ||||
| 			{ | ||||
| 				// TODO: Do thing
 | ||||
| 				auto destructable = Cast<ADestructable>(Result.GetActor()); | ||||
| 				destructable->Destruct(); | ||||
| 			} | ||||
| 			else if (Result.GetActor()->ActorHasTag(FName("Enemy"))) | ||||
| 			{ | ||||
| 				// TODO: Do thing
 | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
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