Make VRPlayerController just use UVRAbilitySystemComponent

master
MostExcellent 2024-10-24 15:58:35 -07:00
parent f2d8a1a14b
commit 3160d68a46
2 changed files with 19 additions and 10 deletions

View File

@ -60,8 +60,22 @@ void AVRPlayerController::OnPossess(APawn* InPawn)
UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
}
UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
// UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
// {
// if (!CachedAbilitySystemComponent.IsValid())
// {
// CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
// UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
//
// if (!CachedAbilitySystemComponent.IsValid()) return nullptr;
// }
//
// return CachedAbilitySystemComponent.Get();
// }
UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
{
// return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
if (!CachedAbilitySystemComponent.IsValid())
{
CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
@ -73,11 +87,6 @@ UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
return CachedAbilitySystemComponent.Get();
}
UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
{
return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
}
void AVRPlayerController::Input_AbilityTagPressed(FGameplayTag InTag)
{
if (!GetVRAbilitySystemComponent())

View File

@ -25,7 +25,7 @@ public:
//~ Begin APlayerController Interface
virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
//~ End APlayerContoller Interface
//~ End APlayerController Interface
protected:
// TODO: Implement controller
@ -42,10 +42,10 @@ protected:
#pragma region GAS
UPROPERTY()
TWeakObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
TWeakObjectPtr<UVRAbilitySystemComponent> CachedAbilitySystemComponent;
UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
UAbilitySystemComponent* GetAbilitySystemComponent();
// UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
// UAbilitySystemComponent* GetAbilitySystemComponent();
UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
UVRAbilitySystemComponent* GetVRAbilitySystemComponent();