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Jun 16th, 2015
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C++ 0.50 KB | None | 0 0
  1. for (const auto& Entry : Weapons)
  2.         {
  3.             TWeakObjectPtr<AWeaponBase> WeaponPtr = Entry.Value;
  4.             AWeaponBase* Weapon = WeaponPtr.Get();
  5.             if (Weapon != nullptr)
  6.             {
  7.                 Weapon->SetActorEnableCollision(false);
  8.                 Weapon->WeaponDamageArea->SetCollisionEnabled(ECollisionEnabled::NoCollision);
  9.                 ARangedWeaponBase* RangedWeapon = Cast<ARangedWeaponBase>(Weapon);
  10.                 if (RangedWeapon != nullptr)
  11.                 {
  12.                     RangedWeapon->ProjectileChildActor->ChildActor->SetActorEnableCollision(false);
  13.                 }
  14.             }
  15.         }
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