Spawn ParticleSystem OnHit NakatomiCharacter
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@ -144,6 +144,18 @@ void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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GetController(), this);
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}
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auto character = Cast<ANakatomiCharacter>(Hit.GetActor());
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if (character && character->GetOnDamagedHitNiagaraSystem())
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{
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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character->GetOnDamagedHitNiagaraSystem(),
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Hit.ImpactPoint,
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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}
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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@ -407,6 +407,18 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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GetController(), this);
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auto character = Cast<ANakatomiCharacter>(Hit.GetActor());
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if (character && character->GetOnDamagedHitNiagaraSystem())
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{
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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character->GetOnDamagedHitNiagaraSystem(),
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Hit.ImpactPoint,
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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if (!healthComponent->GetIsDead())
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{
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OnEnemyHit.ExecuteIfBound();
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