fixed build errors

This commit is contained in:
2026-05-19 22:40:36 +03:00
parent 132eed16e6
commit 940cabb2d5
3 changed files with 13 additions and 13 deletions
+3 -6
View File
@@ -19,18 +19,15 @@ GlobalDefaultServerGameMode=None
r.AllowStaticLighting=False r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.DynamicGlobalIlluminationMethod=0 r.ReflectionMethod=1
r.ReflectionMethod=2
r.SkinCache.CompileShaders=True r.SkinCache.CompileShaders=True
r.RayTracing=True r.RayTracing=True
r.RayTracing.RayTracingProxies.ProjectEnabled=True r.RayTracing.RayTracingProxies.ProjectEnabled=True
r.Shadow.Virtual.Enable=1
r.Shadow.Virtual.Enable=0
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
+6 -5
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@@ -12,6 +12,7 @@
#include "NakedDesire/Global/NakedDesireGameMode.h" #include "NakedDesire/Global/NakedDesireGameMode.h"
#include "NakedDesire/Player/NakedDesireCharacter.h" #include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/Stats/StatsManager.h" #include "NakedDesire/Stats/StatsManager.h"
#include "Perception/AIPerceptionComponent.h"
void ANPCAIController::SetShouldReactToPlayer(const bool Value) void ANPCAIController::SetShouldReactToPlayer(const bool Value)
{ {
@@ -38,22 +39,22 @@ void ANPCAIController::OnPossess(APawn* InPawn)
PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
Blackboard->SetValueAsObject("Player", PlayerCharacter); Blackboard->SetValueAsObject("Player", PlayerCharacter);
PerceptionComponent->OnTargetPerceptionUpdated.AddUniqueDynamic(this, &ANPCAIController::OnTargetPerceptionUpdate);
} }
void ANPCAIController::OnUnpossess() void ANPCAIController::OnUnPossess()
{ {
if (bCurrentlyObserving && PlayerCharacter) if (bCurrentlyObserving && PlayerCharacter)
{ {
PlayerCharacter->StatsManager->SetObserved(false); PlayerCharacter->StatsManager->SetObserved(false);
bCurrentlyObserving = false; bCurrentlyObserving = false;
} }
Super::OnUnpossess(); Super::OnUnPossess();
} }
void ANPCAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus)
{ {
Super::OnTargetPerceptionUpdated(Actor, Stimulus);
if (Actor != PlayerCharacter) if (Actor != PlayerCharacter)
return; return;
if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>()) if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
+4 -2
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@@ -35,7 +35,9 @@ public:
void SetShouldReactToPlayer(bool Value); void SetShouldReactToPlayer(bool Value);
protected: protected:
UFUNCTION()
void OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus);
virtual void OnPossess(APawn* InPawn) override; virtual void OnPossess(APawn* InPawn) override;
virtual void OnUnpossess() override; virtual void OnUnPossess() override;
virtual void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) override;
}; };