Fix enemies falling through floor
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							| @ -14,9 +14,11 @@ void AObjectPoolManager::InitializeObjectPool(TSubclassOf<AActor> Object, const | |||||||
| { | { | ||||||
| 	for (int i = 0; i < InitialObjectPoolSize; i++) | 	for (int i = 0; i < InitialObjectPoolSize; i++) | ||||||
| 	{ | 	{ | ||||||
| 		AActor* object = GetWorld()->SpawnActor<AActor>(Object, FVector(10000.0f, 10000.0f, 0), FRotator(0, 0, 0)); | 		if (AActor* object = GetWorld()->SpawnActor<AActor>(Object, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0))) | ||||||
| 		SetObjectStatus(false, object); | 		{ | ||||||
| 		ObjectPool.Add(object); | 			SetObjectStatus(false, object); | ||||||
|  | 			ObjectPool.Add(object); | ||||||
|  | 		} | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @ -24,9 +26,11 @@ void AObjectPoolManager::InitializeObjectPool(UClass* Object, int InitialObjectP | |||||||
| { | { | ||||||
| 	for (int i = 0; i < InitialObjectPoolSize; i++) | 	for (int i = 0; i < InitialObjectPoolSize; i++) | ||||||
| 	{ | 	{ | ||||||
| 		AActor* object = GetWorld()->SpawnActor<AActor>(Object); | 		if (AActor* object = GetWorld()->SpawnActor<AActor>(Object)) | ||||||
| 		SetObjectStatus(false, object); | 		{ | ||||||
| 		ObjectPool.Add(object); | 			SetObjectStatus(false, object); | ||||||
|  | 			ObjectPool.Add(object); | ||||||
|  | 		} | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | |||||||
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