Spawn DecalActor when static object is Hit
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@ -381,6 +381,21 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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}
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}
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}
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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if (staticMeshComponent && !staticMeshComponent->IsSimulatingPhysics() && CurrentWeapon->GetDecalActor())
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{
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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auto decalActor = GetWorld()->SpawnActor<ADecalActor>(CurrentWeapon->GetDecalActor(), transform,
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SpawnParameters);
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auto rot = Hit.ImpactNormal.Rotation();
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rot.Roll += 90.0f;
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rot.Yaw += 180.0f;
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decalActor->SetActorRotation(rot);
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}
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}
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}
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}
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