Add deleted sphere model back
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@@ -7,6 +7,7 @@
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#include "SpaceshipProjectile.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/GameUserSettings.h"
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#include "Blueprint/UserWidget.h"
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ASpaceshipPawn::ASpaceshipPawn()
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@@ -65,25 +66,6 @@ void ASpaceshipPawn::BeginPlay()
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{
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Super::BeginPlay();
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// Debug messages for setup verification
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if (GEngine)
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{
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if (ProjectileClass)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ProjectileClass is set"));
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else
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ProjectileClass is NOT set"));
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if (ShootAction)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ShootAction is set"));
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else
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ShootAction is NOT set"));
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if (ProjectileSpawnPoint)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ProjectileSpawnPoint is set"));
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else
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ProjectileSpawnPoint is NOT set"));
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}
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// Store player controller reference
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PlayerControllerRef = Cast<APlayerController>(Controller);
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@@ -108,6 +90,20 @@ void ASpaceshipPawn::BeginPlay()
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GameUserSettings->ApplySettings(false);
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}
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}
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// Create and add crosshair widget to viewport
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if (CrosshairWidgetClass)
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{
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APlayerController* PlayerController = Cast<APlayerController>(GetController());
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if (PlayerController)
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{
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CrosshairWidget = CreateWidget<UUserWidget>(PlayerController, CrosshairWidgetClass);
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if (CrosshairWidget)
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{
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CrosshairWidget->AddToViewport();
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}
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}
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}
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}
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void ASpaceshipPawn::Tick(float DeltaTime)
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