diff --git a/Source/M4_CPP/private/M4_PlayerPawn.cpp b/Source/M4_CPP/private/M4_PlayerPawn.cpp index 4294b63..1804e9a 100644 --- a/Source/M4_CPP/private/M4_PlayerPawn.cpp +++ b/Source/M4_CPP/private/M4_PlayerPawn.cpp @@ -59,8 +59,6 @@ void AM4_PlayerPawn::Tick(float DeltaTime) NewLocation.Y = FMath::Clamp(NewLocation.Y, GM->Bounds.Min.Y, GM->Bounds.Max.Y); SetActorLocation(NewLocation); } - - } void AM4_PlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) @@ -100,7 +98,7 @@ void AM4_PlayerPawn::Shoot(const FInputActionInstance& Inst) FActorSpawnParameters ActorSpawnParams; ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; - //World->SpawnActor(Proj, TargetPosition, SpawnRotation, ActorSpawnParams); + Projection = GetWorld()->SpawnActor(TargetPosition, SpawnRotation, ActorSpawnParams); } } diff --git a/Source/M4_CPP/public/M4_PlayerPawn.h b/Source/M4_CPP/public/M4_PlayerPawn.h index 4266e29..9cc6ca1 100644 --- a/Source/M4_CPP/public/M4_PlayerPawn.h +++ b/Source/M4_CPP/public/M4_PlayerPawn.h @@ -34,7 +34,10 @@ protected: UInputAction* ShootAction; UPROPERTY(VisibleAnywhere) - AM4_Projectile* Proj; + AM4_Projectile* Proj; + + UPROPERTY(VisibleAnywhere) + TObjectPtr Projection; //bool HasShot = false; float MoveSpeed = 500.f;