Check for Player in OnOverlapBegin on ALevelKeyPickup
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@ -3,6 +3,7 @@
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#include "LevelKeyPickup.h"
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#include "LevelKeyPickup.h"
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#include "NakatomiGameInstance.h"
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#include "NakatomiGameInstance.h"
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#include "PlayerCharacter.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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void ALevelKeyPickup::BeginPlay()
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void ALevelKeyPickup::BeginPlay()
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@ -18,15 +19,18 @@ void ALevelKeyPickup::BeginPlay()
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void ALevelKeyPickup::Tick(float DeltaTime)
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void ALevelKeyPickup::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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void ALevelKeyPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void ALevelKeyPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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{
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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if (Cast<APlayerCharacter>(OtherActor))
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{
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{
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gameInstance->GetCurrentLevelManager()->IncrementCollectedLevelKeys();
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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gameInstance->GetCurrentLevelManager()->IncrementCollectedLevelKeys();
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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}
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