mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 08:02:23 -07:00
starting to add the hud in the sample
This commit is contained in:
@@ -15,9 +15,9 @@
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#endif //USE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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// UCogSampleTargetAcquisition_Generic
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// FCogSampleTargetTargetAcquisitionParams
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//--------------------------------------------------------------------------------------------------------------------------
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struct FCogSampleTargetCandidateEvaluationParameters
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struct FCogSampleTargetTargetAcquisitionParams
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{
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const AActor* Source;
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FVector SourceLocation;
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@@ -35,18 +35,11 @@ struct FCogSampleTargetCandidateEvaluationParameters
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FVector2D SearchDirectionScreenOrigin = FVector2D::ZeroVector;
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FVector2D SearchDirectionNormalized = FVector2D::ZeroVector;
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bool IsDebugPersistent = false;
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bool IsCrosshairInsideAnyCandidate = false;
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};
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//--------------------------------------------------------------------------------------------------------------------------
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struct FCogSampleTargetCandidateEvaluationResult
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{
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AActor* BestTarget;
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float MinScore;
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bool bFoundLocationInsideShape;
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};
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//--------------------------------------------------------------------------------------------------------------------------
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// UCogSampleTargetAcquisition_Generic
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// UCogSampleTargetAcquisition
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleTargetAcquisition::FindBestTargets(
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const APlayerController* Controller,
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@@ -60,7 +53,7 @@ void UCogSampleTargetAcquisition::FindBestTargets(
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargets);
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COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
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IF_COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
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TArray<AActor*> TempTargetsToIgnore(TargetsToIgnore);
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@@ -136,7 +129,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
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const FVector2D SearchDirectionNormalized = (TargetSwitchSearchDirection.IsNearlyZero() == false) ? TargetSwitchSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
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if (SearchDirectionNormalized.IsNearlyZero() == false)
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{
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COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
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IF_COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
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}
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#endif //USE_COG
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@@ -155,7 +148,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
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const FQuat CapsuleRotation = (CastRotation + FRotator(90, 0, 0)).Quaternion();
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const FCollisionShape CapsuleShape = FCollisionShape::MakeCapsule(CapsuleRadius, CapsuleHalfHeight);
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COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
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IF_COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
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//-------------------------------------------------
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// Gather targets asynchronously
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@@ -220,7 +213,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
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{
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if (CheckIfTargetValid(Controller, Character, Actor) == false)
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{
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COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
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IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
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continue;
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}
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@@ -255,20 +248,161 @@ bool UCogSampleTargetAcquisition::GetViewInfo(
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleTargetAcquisition::FindBestTargetInCandidates(
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const APlayerController* Controller,
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const TArray<AActor*>& TargetsToIgnore,
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const TArray<AActor*>& Candidates,
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const FVector2D ScreenSearchDirection,
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const FVector2D SearchDirectionScreenOrigin,
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const bool bIsDebugPersistent,
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FCogSampleTargetAcquisitionResult& Result) const
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargetInCandidates);
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ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
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if (Character == nullptr)
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{
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return;
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}
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//----------------------------------------------------------------------------------------------------------------------
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// Compute view matrix to project each candidate capsules in screen space
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//----------------------------------------------------------------------------------------------------------------------
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FMatrix ViewProjectionMatrix;
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FIntRect ViewRect;
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if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
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{
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return;
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}
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FVector2D ScreenSize(ViewRect.Width(), ViewRect.Height());
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FVector2D ScreenCrosshairPosition = ScreenSize * 0.5f;;
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//----------------------------------------------------------------------------------------------------------------------
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// Draw screen limits
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//----------------------------------------------------------------------------------------------------------------------
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#if USE_COG
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FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent);
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if (bUseScreenLimit)
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{
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if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
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{
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FCogDebugDraw::Rect2D(
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LogCogTargetAcquisition,
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Controller,
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UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(-ScreenMaxX, -ScreenMaxY), ScreenSize),
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UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(ScreenMaxX, ScreenMaxY), ScreenSize),
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FColor(255, 255, 255, 255),
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bIsDebugPersistent);
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}
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else
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{
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FCogDebugDraw::Circle2D(
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LogCogTargetAcquisition,
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Controller,
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ScreenCrosshairPosition,
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UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(ScreenMaxX, ScreenSize),
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FColor(255, 255, 255, 255),
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bIsDebugPersistent);
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}
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}
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#endif //USE_COG
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const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
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const FVector YawDirection = YawRotation.Vector();
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FCogSampleTargetTargetAcquisitionParams Params;
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Params.Source = Character;
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Params.SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Character);
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Params.Controller = Controller;
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Params.TargetsToIgnore = TargetsToIgnore;
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Params.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
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Params.MaxWorldDistance = WorldDistanceMax;
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Params.CrosshairPosition = ScreenCrosshairPosition;
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Params.YawDirection = YawDirection;
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Params.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
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Params.ViewProjectionMatrix = ViewProjectionMatrix;
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Params.ViewRect = ViewRect;
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Params.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
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Params.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
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Params.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
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Params.SearchDirectionNormalized = Params.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
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Params.IsDebugPersistent = bIsDebugPersistent;
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Params.IsCrosshairInsideAnyCandidate = false;
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//----------------------------------------------------------------------------------------------------------------------
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// Evaluate candidates actors
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//----------------------------------------------------------------------------------------------------------------------
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float MinScore = FLT_MAX;
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AActor* BestTarget = nullptr;
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bool bIsCrosshairInsideAnyTarget = false;
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for (int32 i = 0; i < Candidates.Num(); ++i)
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{
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AActor* Candidate = Candidates[i];
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if (Candidate == nullptr)
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{
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continue;
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}
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float CandidateScore = 0.0f;
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bool bIsCrosshairInsideCandidate = false;
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if (EvaluateCandidate(Candidate, Params, CandidateScore, bIsCrosshairInsideCandidate) == false)
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{
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continue;
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}
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//-----------------------------------------------------------------------------------------
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// If the crosshair is inside this candidate, we can discard subsequent candidates
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// that are not inside but also the best previous candidate since we were not inside it.
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//-----------------------------------------------------------------------------------------
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if (bPrioritizeTargetWithCrosshairInsideThem && bIsCrosshairInsideCandidate && bIsCrosshairInsideAnyTarget == false)
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{
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BestTarget = nullptr;
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MinScore = FLT_MAX;
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}
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Params.IsCrosshairInsideAnyCandidate |= bIsCrosshairInsideCandidate;
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if (CandidateScore > MinScore)
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{
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continue;
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}
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MinScore = CandidateScore;
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BestTarget = Candidate;
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}
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if (BestTarget != nullptr)
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{
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Result.Target = BestTarget;
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Result.Score = MinScore;
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IF_COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 20.0f, FColor::Green, Params.IsDebugPersistent, 100));
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool UCogSampleTargetAcquisition::EvaluateCandidate(
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AActor* CandidateTarget,
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const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
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FCogSampleTargetCandidateEvaluationResult& EvalResult) const
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AActor* Candidate,
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const FCogSampleTargetTargetAcquisitionParams& EvalParams,
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float& CandidateScore,
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bool& bIsCrosshairInsideCandidate) const
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidate);
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if (EvalParams.TargetsToIgnore.Contains(CandidateTarget))
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if (EvalParams.TargetsToIgnore.Contains(Candidate))
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{
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return false;
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}
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const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(CandidateTarget);
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const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Candidate);
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FVector CandidateLocationDelta = CandidateTargetLocation - EvalParams.SourceLocation;
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if (EvalParams.bWorldDistanceIgnoreZ)
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@@ -285,7 +419,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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//--------------------------------------------------------------------------------------------------------------
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if (CandidateWorldDistance > EvalParams.MaxWorldDistance)
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{
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COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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return false;
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}
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@@ -297,7 +431,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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const float CandidateYaw = FRotator::NormalizeAxis(FMath::RadiansToDegrees(FMath::Acos(CandidateDot)));
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if (bUseYawLimit && CandidateYaw > YawMax)
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{
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COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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return false;
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}
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@@ -309,7 +443,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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FVector2D CandidateClosestScreenLocation;
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float CandidateClosestScreenDistance;
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const UCapsuleComponent* CandidateBestHitZone = nullptr;
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if (!ComputeCandidateScreenLocation(CandidateTarget, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
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if (!ComputeCandidateScreenLocation(Candidate, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
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{
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return false;
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}
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@@ -328,32 +462,22 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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//--------------------------------------------------------------------------------------------------------------
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// Raycast to verify this target is not blocked by a collision.
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//--------------------------------------------------------------------------------------------------------------
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if (!HasLineOfSightToTarget(EvalParams.Source, CandidateTarget, EvalParams.BlockersParams))
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if (HasLineOfSightToTarget(EvalParams.Source, EvalParams.SourceLocation, Candidate, CandidateTargetLocation, EvalParams.BlockersParams) == false)
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{
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return false;
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}
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const bool bIsInsideCandidate = CandidateClosestScreenDistance < 0.0f;
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if (!IsSearchDirectionUsed && bPrioritizeInsideHitZones)
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bIsCrosshairInsideCandidate = CandidateClosestScreenDistance < 0.0f;
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if (!IsSearchDirectionUsed && bPrioritizeTargetWithCrosshairInsideThem)
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{
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//--------------------------------------------------------------------------------------------------------------
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// We always prioritize the candidates if the crosshair is inside them. Thus if we are inside another candidate
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// but not inside this one, we discard it (unless we are switching the lock target)
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//--------------------------------------------------------------------------------------------------------------
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if (EvalResult.bFoundLocationInsideShape && bIsInsideCandidate == false)
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if (EvalParams.IsCrosshairInsideAnyCandidate && bIsCrosshairInsideCandidate == false)
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{
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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// if we are inside the capsule of this candidate, we can discard subsequent candidates that are not inside
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// but also the best previous candidate since we were not inside it.
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//--------------------------------------------------------------------------------------------------------------
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if (bIsInsideCandidate && EvalResult.bFoundLocationInsideShape == false)
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{
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EvalResult.BestTarget = nullptr;
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EvalResult.MinScore = FLT_MAX;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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@@ -403,7 +527,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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if (FMath::Abs(TargetAngleWithSearchDirection) > SearchDirectionMaxAngle)
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{
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COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
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return false;
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}
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@@ -416,19 +540,15 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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//--------------------------------------------------------------------------------------------------------------
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// Compute final score by summing all the scores. The best score is the smallest one.
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//--------------------------------------------------------------------------------------------------------------
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const float TargetScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
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CandidateScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
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//--------------------------------------------------------------------------------------------------------------
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// Draw the score of each candidate
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//--------------------------------------------------------------------------------------------------------------
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#if USE_COG
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/*
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if (FCogDebugLog::IsLogCategoryActive(LogCogTargetAcquisition))
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{
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ImVec2 CandidateClosestViewportLocation = ImGui::ScreenToViewport(ImGui::ToImVec2(CandidateClosestScreenLocation));
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FCogDebugDraw::Point(LogCogTargetAcquisition, EvalParams.Controller, CandidateTargetLocation, 8.0f, FColor::Blue, EvalParams.IsDebugPersistent, 0);
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FString Text;
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@@ -438,11 +558,9 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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{
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Text.Append(FString::Printf(TEXT
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(
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"XY: %.0f %.0f \n"
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"SD: %.0f => %.0f => %.0f \n"
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),
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CandidateClosestViewportLocation.x * 100.0f, CandidateClosestViewportLocation.y * 100.0f,
|
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CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
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CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
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}
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if (bUseWorldDistanceScore)
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@@ -470,146 +588,24 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
|
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SearchDirectionAngleScore * 100));
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}
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Text.Append(FString::Printf(TEXT("==> %.0f \n"), TargetScore * 100));
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Text.Append(FString::Printf(TEXT("==> %.0f \n"), CandidateScore * 100));
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}
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else
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{
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Text = FString::Printf(TEXT("%0.f"), TargetScore * 100);
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Text = FString::Printf(TEXT("%0.f"), CandidateScore * 100);
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}
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FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, Text, CandidateTargetLocation, FColor::White, EvalParams.IsDebugPersistent);
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}
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*/
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#endif //USE_COG
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||||
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if (EvalResult.MinScore < TargetScore)
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{
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return false;
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}
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||||
|
||||
EvalResult.BestTarget = CandidateTarget;
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EvalResult.MinScore = TargetScore;
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EvalResult.bFoundLocationInsideShape = EvalResult.bFoundLocationInsideShape || bIsInsideCandidate;
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return true;
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}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void UCogSampleTargetAcquisition::FindBestTargetInCandidates(
|
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const APlayerController* Controller,
|
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const TArray<AActor*>& TargetsToIgnore,
|
||||
const TArray<AActor*>& Candidates,
|
||||
const FVector2D ScreenSearchDirection,
|
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const FVector2D SearchDirectionScreenOrigin,
|
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const bool bIsDebugPersistent,
|
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FCogSampleTargetAcquisitionResult& Result) const
|
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{
|
||||
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargetInCandidates);
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|
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ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
|
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if (Character == nullptr)
|
||||
{
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return;
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}
|
||||
|
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//----------------------------------------------------------------------------------------------------------------------
|
||||
// Compute view matrix to project each candidate capsules in screen space
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
FMatrix ViewProjectionMatrix;
|
||||
FIntRect ViewRect;
|
||||
if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
|
||||
{
|
||||
return;
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||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
// Draw screen limits
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
FVector2D ScreenCrosshairPosition(0.5f * ViewRect.Width(), 0.5f * ViewRect.Height());
|
||||
|
||||
COG(FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent));
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||||
|
||||
#if USE_COG
|
||||
//if (bUseScreenLimit)
|
||||
//{
|
||||
// if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
|
||||
// {
|
||||
// COG(FCogDebugDraw::Rect2D(
|
||||
// LogCogTargetAcquisition,
|
||||
// Controller,
|
||||
// FVector2D(-ScreenMaxX, -ScreenMaxY),
|
||||
// FVector2D(ScreenMaxX, ScreenMaxY),
|
||||
// FColor(255, 255, 255, 255),
|
||||
// bIsDebugPersistent));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// COG(FCogDebugDraw::Circle2D(
|
||||
// LogCogTargetAcquisition,
|
||||
// Controller,
|
||||
// ScreenCrosshairPosition,
|
||||
// ImGui::ViewportToScreen(ScreenMaxX),
|
||||
// FColor(255, 255, 255, 255),
|
||||
// bIsDebugPersistent));
|
||||
// }
|
||||
//}
|
||||
#endif //USE_COG
|
||||
|
||||
const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
|
||||
const FVector YawDirection = YawRotation.Vector();
|
||||
|
||||
FCogSampleTargetCandidateEvaluationParameters EvalParams;
|
||||
EvalParams.Source = Character;
|
||||
EvalParams.SourceLocation = Character->GetActorLocation();
|
||||
EvalParams.Controller = Controller;
|
||||
EvalParams.TargetsToIgnore = TargetsToIgnore;
|
||||
EvalParams.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
|
||||
EvalParams.MaxWorldDistance = WorldDistanceMax;
|
||||
EvalParams.CrosshairPosition = ScreenCrosshairPosition;
|
||||
EvalParams.YawDirection = YawDirection;
|
||||
EvalParams.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
|
||||
EvalParams.ViewProjectionMatrix = ViewProjectionMatrix;
|
||||
EvalParams.ViewRect = ViewRect;
|
||||
EvalParams.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
|
||||
EvalParams.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
|
||||
EvalParams.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
|
||||
EvalParams.SearchDirectionNormalized = EvalParams.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
|
||||
EvalParams.IsDebugPersistent = bIsDebugPersistent;
|
||||
|
||||
FCogSampleTargetCandidateEvaluationResult EvalResult
|
||||
{
|
||||
nullptr,
|
||||
FLT_MAX,
|
||||
false
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
// Evaluate candidates actors
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
for (int32 i = 0; i < Candidates.Num(); ++i)
|
||||
{
|
||||
AActor* Candidate = Candidates[i];
|
||||
check(Candidate != nullptr);
|
||||
if (Candidate == nullptr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EvaluateCandidate(Candidate, EvalParams, EvalResult);
|
||||
}
|
||||
|
||||
if (EvalResult.BestTarget != nullptr)
|
||||
{
|
||||
Result.Target = EvalResult.BestTarget;
|
||||
Result.Score = EvalResult.MinScore;
|
||||
|
||||
COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 10.0f, FColor::Green, EvalParams.IsDebugPersistent, 0));
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
|
||||
const AActor* CandidateActor,
|
||||
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
|
||||
const FCogSampleTargetTargetAcquisitionParams& Params,
|
||||
const FVector& CandidateTargetLocation,
|
||||
FVector2D& CandidateScreenLocation,
|
||||
FVector2D& CandidateClosestScreenLocation,
|
||||
@@ -636,39 +632,34 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
|
||||
const FVector CapsuleLocation = Capsule->GetComponentLocation();
|
||||
const FVector CapsuleTop = CapsuleLocation + FVector::UpVector * (HalfHeight - Radius);
|
||||
const FVector CapsuleBottom = CapsuleLocation - FVector::UpVector * (HalfHeight - Radius);
|
||||
const FVector CapsuleRight = CapsuleLocation - EvalParams.CameraRight * Radius;
|
||||
const FVector CapsuleRight = CapsuleLocation - Params.CameraRight * Radius;
|
||||
|
||||
FVector2D CapsuleTop2D;
|
||||
FVector2D CapsuleBot2D;
|
||||
FVector2D CapsuleRight2D;
|
||||
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleTop, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleTop2D) == false)
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleTop, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleTop2D) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleBot2D) == false)
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleBot2D) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleRight, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleRight2D) == false)
|
||||
if (FSceneView::ProjectWorldToScreen(CapsuleRight, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleRight2D) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//if (Type == ECogSampleTargetAcquisitionType::Melee && CandidateCharacter != nullptr && !UCogFunctionLibrary_Targeting::IsTargetCapsuleReachableByMelee(EvalParams.Source, CandidateCharacter, Capsule))
|
||||
//{
|
||||
// continue;
|
||||
//}
|
||||
|
||||
const FVector2D CapsuleCenter2D = CapsuleBot2D + 0.5f * (CapsuleTop2D - CapsuleBot2D);
|
||||
const float CapsuleRadius2D = FVector2D::Distance(CapsuleCenter2D, CapsuleRight2D);
|
||||
|
||||
FVector2D Projection;
|
||||
float Time;
|
||||
float ScreenCenterToCapsuleDistance;
|
||||
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, EvalParams.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
|
||||
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, Params.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
|
||||
|
||||
if (ScreenCenterToCapsuleDistance < CandidateClosestScreenDistance)
|
||||
{
|
||||
@@ -680,16 +671,16 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
|
||||
|
||||
#if USE_COG
|
||||
const FColor CapsuleColor = (ScreenCenterToCapsuleDistance > 0.0f) ? FColor(255, 255, 255, 100) : FColor(0, 255, 0, 200);
|
||||
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
|
||||
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
|
||||
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
|
||||
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
|
||||
#endif //USE_COG
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CandidateScreenLocation))
|
||||
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, Params.ViewRect, Params.ViewProjectionMatrix, CandidateScreenLocation))
|
||||
{
|
||||
CandidateClosestScreenDistance = CandidateScreenLocation.Length();
|
||||
CandidateClosestScreenLocation = CandidateScreenLocation;
|
||||
@@ -700,7 +691,7 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
|
||||
#if USE_COG
|
||||
if (bFoundValidCandidate)
|
||||
{
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), EvalParams.IsDebugPersistent);
|
||||
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), Params.IsDebugPersistent);
|
||||
}
|
||||
#endif //USE_COG
|
||||
|
||||
@@ -729,13 +720,13 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
|
||||
{
|
||||
if (FMath::Abs(CandidateViewportLocation.X) > ScreenMaxX)
|
||||
{
|
||||
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (FMath::Abs(CandidateViewportLocation.Y) > ScreenMaxY)
|
||||
{
|
||||
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -746,7 +737,7 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
|
||||
{
|
||||
if (CandidateViewportDistance > ScreenMaxX)
|
||||
{
|
||||
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -767,25 +758,30 @@ bool UCogSampleTargetAcquisition::CheckIfTargetValid(
|
||||
return false;
|
||||
}
|
||||
|
||||
if (UCogSampleFunctionLibrary_Gameplay::IsActorMatchingTags(Target, RequiredTags, IgnoredTags) == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
bool UCogSampleTargetAcquisition::HasLineOfSightToTarget(
|
||||
const AActor* Source,
|
||||
const FVector& SourceLocation,
|
||||
const AActor* Target,
|
||||
const FVector& TargetLocation,
|
||||
const FCollisionObjectQueryParams& BlockersParams) const
|
||||
{
|
||||
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTarget);
|
||||
|
||||
const FVector Origin = Source->GetActorLocation();
|
||||
|
||||
static const FName BlockerTraceTag(TEXT("FindLockTarget_Blocker"));
|
||||
FCollisionQueryParams TargetQueryParams(BlockerTraceTag, SCENE_QUERY_STAT_ONLY(CogSampleTargetAcquisition), false);
|
||||
TargetQueryParams.AddIgnoredActor(Source);
|
||||
TargetQueryParams.AddIgnoredActor(Target);
|
||||
|
||||
return true;
|
||||
//return FCogHitDetectionHelper::HasLineOfSight(Source->GetWorld(), Origin, Target.GetTargetLocation(), BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
|
||||
return UCogSampleFunctionLibrary_Gameplay::HasLineOfSight(Source->GetWorld(), SourceLocation, TargetLocation, BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -797,8 +793,11 @@ bool UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong(
|
||||
{
|
||||
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong);
|
||||
|
||||
const FVector& SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Source);
|
||||
const FVector& TargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Target);
|
||||
|
||||
const FCollisionObjectQueryParams BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
|
||||
bool HasLineOfSight = HasLineOfSightToTarget(Source, Target, BlockersParams);
|
||||
const bool HasLineOfSight = HasLineOfSightToTarget(Source, SourceLocation, Target, TargetLocation, BlockersParams);
|
||||
if (HasLineOfSight)
|
||||
{
|
||||
Timer = 0.0f;
|
||||
@@ -824,18 +823,18 @@ FVector UCogSampleTargetAcquisition::GetReferentialLocation(const ACogSampleChar
|
||||
|
||||
switch (Referential)
|
||||
{
|
||||
case ECogSampleTargetAcquisitionLocationReferential::Character:
|
||||
{
|
||||
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
|
||||
break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionLocationReferential::Character:
|
||||
{
|
||||
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case ECogSampleTargetAcquisitionLocationReferential::Camera:
|
||||
{
|
||||
Location = Character->GetFollowCamera()->GetComponentLocation();
|
||||
break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionLocationReferential::Camera:
|
||||
{
|
||||
Location = Character->GetFollowCamera()->GetComponentLocation();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Location;
|
||||
@@ -848,38 +847,38 @@ FRotator UCogSampleTargetAcquisition::GetReferentialRotation(const ACogSampleCha
|
||||
|
||||
switch (Referential)
|
||||
{
|
||||
case ECogSampleTargetAcquisitionRotationReferential::Character:
|
||||
{
|
||||
Rotation = Character->GetActorRotation();
|
||||
break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionRotationReferential::Character:
|
||||
{
|
||||
Rotation = Character->GetActorRotation();
|
||||
break;
|
||||
}
|
||||
|
||||
case ECogSampleTargetAcquisitionRotationReferential::MoveInput:
|
||||
{
|
||||
//const FVector WorldInput = Character->TransformInputInWorldSpace(Character->GetDesiredMoveInput());
|
||||
//if (WorldInput.IsNearlyZero())
|
||||
//{
|
||||
// Rotation = Character->GetActorRotation();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Rotation = WorldInput.GetSafeNormal().Rotation();
|
||||
//}
|
||||
//break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionRotationReferential::MoveInput:
|
||||
{
|
||||
const FVector WorldInput = Character->GetMoveInputInWorldSpace();
|
||||
if (WorldInput.IsNearlyZero())
|
||||
{
|
||||
Rotation = Character->GetActorRotation();
|
||||
}
|
||||
else
|
||||
{
|
||||
Rotation = WorldInput.GetSafeNormal().Rotation();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ECogSampleTargetAcquisitionRotationReferential::Camera:
|
||||
{
|
||||
Rotation = Character->GetFollowCamera()->GetComponentRotation();
|
||||
break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionRotationReferential::Camera:
|
||||
{
|
||||
Rotation = Character->GetFollowCamera()->GetComponentRotation();
|
||||
break;
|
||||
}
|
||||
|
||||
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
|
||||
{
|
||||
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
|
||||
Rotation = CameraForwardFlat.Rotation();
|
||||
break;
|
||||
}
|
||||
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
|
||||
{
|
||||
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
|
||||
Rotation = CameraForwardFlat.Rotation();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Rotation;
|
||||
|
||||
Reference in New Issue
Block a user