Fix enemies falling through floor

This commit is contained in:
baz 2025-07-16 17:53:24 +01:00
parent 937e61db7f
commit 06a084e99e
2 changed files with 12 additions and 8 deletions

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Content/Levels/Level.umap (Stored with Git LFS)

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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);
}
} }
} }