Smooth MoveTo Player
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Content/Enemy/BP_AIController.uasset (Stored with Git LFS)
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Content/Enemy/BP_AIController.uasset (Stored with Git LFS)
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Content/Enemy/BP_EnemyCharacter.uasset (Stored with Git LFS)
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Content/Enemy/BP_EnemyCharacter.uasset (Stored with Git LFS)
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Content/Enemy/BT_Enemy.uasset (Stored with Git LFS)
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Content/Enemy/BT_Enemy.uasset (Stored with Git LFS)
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Content/Levels/Level.umap (Stored with Git LFS)
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Content/Levels/Level.umap (Stored with Git LFS)
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@ -17,6 +17,7 @@ AVampireAIController::AVampireAIController(const FObjectInitializer& object_init
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void AVampireAIController::BeginPlay()
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void AVampireAIController::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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GetWorldTimerManager().SetTimer(PawnMoveToTimerHandle, this, &AVampireAIController::PawnMoveTo, 0.25f, true);
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}
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}
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void AVampireAIController::Tick(float DeltaTime)
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void AVampireAIController::Tick(float DeltaTime)
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@ -69,6 +70,12 @@ void AVampireAIController::OnDeath(FDamageInfo info)
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characterMovementComponent->StopActiveMovement();
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characterMovementComponent->StopActiveMovement();
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characterMovementComponent->SetComponentTickEnabled(false);
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characterMovementComponent->SetComponentTickEnabled(false);
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}
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}
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GetWorldTimerManager().ClearTimer(PawnMoveToTimerHandle);
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EnemyCharacter->SetLifeSpan(0.1f);
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EnemyCharacter->SetLifeSpan(0.1f);
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}
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}
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void AVampireAIController::PawnMoveTo()
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{
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MoveToActor(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0), 5);
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}
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@ -27,6 +27,8 @@ private:
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AEnemyCharacter* EnemyCharacter;
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AEnemyCharacter* EnemyCharacter;
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FTimerHandle PawnMoveToTimerHandle;
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public:
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public:
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AVampireAIController(const FObjectInitializer& object_initializer);
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AVampireAIController(const FObjectInitializer& object_initializer);
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@ -45,4 +47,8 @@ public:
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UFUNCTION()
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UFUNCTION()
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virtual void OnDeath(FDamageInfo info);
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virtual void OnDeath(FDamageInfo info);
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private:
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UFUNCTION()
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virtual void PawnMoveTo();
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};
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};
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