Add HitMarker Sound Effect
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				| @ -345,6 +345,11 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits) | |||||||
| 				if (!healthComponent->GetIsDead()) | 				if (!healthComponent->GetIsDead()) | ||||||
| 				{ | 				{ | ||||||
| 					OnEnemyHit.ExecuteIfBound(); | 					OnEnemyHit.ExecuteIfBound(); | ||||||
|  | 
 | ||||||
|  | 					if (HitMarkerSound) | ||||||
|  | 					{ | ||||||
|  | 						UGameplayStatics::PlaySound2D(GetWorld(), HitMarkerSound); | ||||||
|  | 					}					 | ||||||
| 				} | 				} | ||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
|  | |||||||
| @ -112,6 +112,9 @@ private: | |||||||
| 
 | 
 | ||||||
| 	float WeaponSpreadMultiplier = 1.0; | 	float WeaponSpreadMultiplier = 1.0; | ||||||
| 
 | 
 | ||||||
|  | 	UPROPERTY(EditDefaultsOnly) | ||||||
|  | 	USoundBase* HitMarkerSound; | ||||||
|  | 	 | ||||||
| public: | public: | ||||||
| 	// Sets default values for this character's properties
 | 	// Sets default values for this character's properties
 | ||||||
| 	APlayerCharacter(); | 	APlayerCharacter(); | ||||||
|  | |||||||
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