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Jan 22nd, 2019
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  1. void ABaseCharacter::FireWeapon()
  2. {
  3. ABasePlayerController* controller = Cast<ABasePlayerController>(Controller);
  4. if (!controller || !controller->IsGameInputAllowed())
  5. return;
  6. FHitResult OutHit;
  7. FVector start = myCamera->GetComponentLocation();
  8. FVector end = start + myCamera->GetForwardVector() * 100000.0f;
  9. FCollisionQueryParams CollisionParams;
  10. CollisionParams.AddIgnoredActor(this);
  11. CollisionParams.AddIgnoredActor(myWeapon);
  12. FCollisionResponseParams CollisionResponseParams;
  13. if (GetWorld()->SweepSingleByChannel(OutHit, start, end, FQuat::Identity, ECollisionChannel::ECC_Visibility, FCollisionShape::MakeSphere(5.0f), CollisionParams, CollisionResponseParams))
  14. myWeapon->Fire(OutHit.Location);
  15. else
  16. myWeapon->Fire(end);
  17.  
  18. }
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