// Fill out your copyright notice in the Description page of Project Settings. #include "HitScanWeapon.h" #include "Blaster/Character/BlasterCharacter.h" #include "Engine/SkeletalMeshSocket.h" #include "Kismet/GameplayStatics.h" void AHitScanWeapon::Fire(const FVector& HitTarget) { Super::Fire(HitTarget); APawn* OwnerPawn = Cast(GetOwner()); if (OwnerPawn == nullptr) return; AController* InstigatorController = OwnerPawn->GetController(); const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash"); if (MuzzleFlashSocket && InstigatorController) { FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh()); FVector Start = SocketTransform.GetLocation(); FVector End = Start + (HitTarget - Start) * 1.25f; FHitResult FireHit; UWorld* World = GetWorld(); if (World) { World->LineTraceSingleByChannel( FireHit, Start, End, ECC_Visibility ); if (FireHit.bBlockingHit) { ABlasterCharacter* BlasterCharacter = Cast(FireHit.GetActor()); if (BlasterCharacter) { if (HasAuthority()) { UGameplayStatics::ApplyDamage( BlasterCharacter, Damage, InstigatorController, this, UDamageType::StaticClass() ); } } if (ImpactParticles) { UGameplayStatics::SpawnEmitterAtLocation( World, ImpactParticles, FireHit.ImpactPoint, FireHit.ImpactNormal.Rotation() ); } } } } }