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No commits in common. "01efe40a1519f5bf8a8851645ee5e2d046e41e9f" and "126a9e116a8bdfbf9588a466448b1d3273ed4487" have entirely different histories.

25 changed files with 8 additions and 77 deletions

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@ -188,7 +188,6 @@ AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
FActorSpawnParameters SpawnParameters; FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters); AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
Weapon->SetOwner(this);
Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand"); Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
Weapon->SetActorEnableCollision(false); Weapon->SetActorEnableCollision(false);
Weapon->SetActorHiddenInGame(true); Weapon->SetActorHiddenInGame(true);

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@ -11,7 +11,7 @@ ARandomWeapon::ARandomWeapon()
void ARandomWeapon::BeginPlay() void ARandomWeapon::BeginPlay()
{ {
WeaponProperties = RandomWeaponParameters->GenerateRandomWeaponProperties(); WeaponProperties = RandomWeaponParameters->GenerateRandomWeaponProperties();
WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(RandomWeaponParameters->PickRandomMesh()); WeaponSkeletalMesh = RandomWeaponParameters->PickRandomMesh();
FireSound = RandomWeaponParameters->PickRandomSoundBase(); FireSound = RandomWeaponParameters->PickRandomSoundBase();
FieldSystemActor = RandomWeaponParameters->PickRandomFieldSystem(); FieldSystemActor = RandomWeaponParameters->PickRandomFieldSystem();

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@ -7,13 +7,6 @@
// Sets default values // Sets default values
AWeapon::AWeapon() AWeapon::AWeapon()
{ {
WeaponSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh Component"));
WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("NoCollision"));
WeaponSkeletalMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
WeaponSkeletalMeshComponent->SetSimulatePhysics(false);
WeaponSkeletalMeshComponent->SetGenerateOverlapEvents(false);
WeaponSkeletalMeshComponent->SetNotifyRigidBodyCollision(false);
SetRootComponent(WeaponSkeletalMeshComponent);
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned
@ -26,12 +19,12 @@ void AWeapon::BeginPlay()
USkeletalMesh* AWeapon::GetSkeletalMesh() USkeletalMesh* AWeapon::GetSkeletalMesh()
{ {
return WeaponSkeletalMeshComponent->GetSkeletalMeshAsset(); return WeaponSkeletalMesh;
} }
void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh) void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
{ {
WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(USkeletalMesh); WeaponSkeletalMesh = USkeletalMesh;
} }
TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus() TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()

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@ -29,8 +29,8 @@ class NAKATOMI_API AWeapon : public AActor
GENERATED_BODY() GENERATED_BODY()
protected: protected:
UPROPERTY(BlueprintReadWrite) UPROPERTY(EditDefaultsOnly)
USkeletalMeshComponent* WeaponSkeletalMeshComponent; USkeletalMesh* WeaponSkeletalMesh = nullptr;
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
TEnumAsByte<WeaponState> CurrentWeaponStatus; TEnumAsByte<WeaponState> CurrentWeaponStatus;
@ -65,7 +65,6 @@ public:
protected: protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned
UFUNCTION(Blueprintable, BlueprintCallable)
virtual void BeginPlay() override; virtual void BeginPlay() override;
public: public: