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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;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
Weapon->SetOwner(this);
Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
Weapon->SetActorEnableCollision(false);
Weapon->SetActorHiddenInGame(true);

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

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@ -7,13 +7,6 @@
// Sets default values
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
@ -26,12 +19,12 @@ void AWeapon::BeginPlay()
USkeletalMesh* AWeapon::GetSkeletalMesh()
{
return WeaponSkeletalMeshComponent->GetSkeletalMeshAsset();
return WeaponSkeletalMesh;
}
void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
{
WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(USkeletalMesh);
WeaponSkeletalMesh = USkeletalMesh;
}
TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()

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