Updated
This commit is contained in:
@@ -213,7 +213,7 @@ bool UDismembermentPreviewManager::PreviewCutNode(TObjectPtr<UDismembermentGraph
|
||||
// Store the cut transform for later use
|
||||
FTransform CutTransform;
|
||||
CutTransform.SetLocation(CutLocation);
|
||||
CutTransform.SetRotation(FQuat::MakeFromX(CutDirection));
|
||||
CutTransform.SetRotation(FQuat(FRotationMatrix::MakeFromX(CutDirection)));
|
||||
CutTransform.SetScale3D(FVector(CutWidth, CutDepth, 1.0f));
|
||||
PreviewCutTransforms.Add(CutTransform);
|
||||
|
||||
@@ -431,7 +431,7 @@ bool UDismembermentPreviewManager::PreviewWoundNode(TObjectPtr<UDismembermentGra
|
||||
TObjectPtr<UNiagaraComponent> WoundEffectComponent = nullptr;
|
||||
if (WoundEffect)
|
||||
{
|
||||
WoundEffectComponent = UNiagaraComponent::SpawnSystemAttached(
|
||||
WoundEffectComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(
|
||||
WoundEffect,
|
||||
TargetSkeletalMesh,
|
||||
NAME_None,
|
||||
@@ -544,7 +544,7 @@ TObjectPtr<UNiagaraComponent> UDismembermentPreviewManager::CreatePreviewBloodEf
|
||||
}
|
||||
|
||||
// Create a Niagara component for the blood effect
|
||||
TObjectPtr<UNiagaraComponent> BloodEffectComponent = UNiagaraComponent::SpawnSystemAttached(
|
||||
TObjectPtr<UNiagaraComponent> BloodEffectComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(
|
||||
BloodEffect,
|
||||
TargetSkeletalMesh,
|
||||
NAME_None,
|
||||
|
Reference in New Issue
Block a user