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@ -0,0 +1,13 @@
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{
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"folders": [
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{
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"path": "."
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},
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{
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"path": "D:\\Arbeit\\UE4\\UE_4.22"
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}
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],
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"settings": {
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"typescript.tsc.autoDetect": "off"
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}
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}
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@ -89,6 +89,17 @@ void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompone
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//move object we are holding
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PhysicsHandle->SetTargetLocation(GetLineTraceEnd());
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}
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// DrawDebugLine(
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// GetWorld(),
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// GetPlayerWorldPosition(),
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// GetLineTraceEnd(),
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// FColor(0, 255 , 0), //red, green, blue,
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// false,
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// 0.f,
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// 0,
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// 5.f
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// );
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}
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FHitResult UGrabber::GetFirstPhysicsBodyInReach() const
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@ -58,11 +58,12 @@ void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
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// ...
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//if(PressurePlate->IsOverlappingActor(ActorThatOpens)) // kann nullpointer + UE4 crash geben
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//if(PressurePlate && PressurePlate->IsOverlappingActor(ActorThatOpens)) //prüft erst, ob es ein actor gibt
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if(TotalMass() > MassToOpenDoor)
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if(TotalMass() >= MassToOpenDoor)
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{
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UE_LOG(LogTemp, Warning, TEXT("TEST OPEN DOOR"));
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OpenDoor(DeltaTime);
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//DoorLastOpened When the door was opened
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DoorLastOpened = GetWorld()->GetTimeSeconds();;
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DoorLastOpened = GetWorld()->GetTimeSeconds();
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}
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else
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