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Welcome to the XProjectileDemo wiki!
You can easily spawn projectiles by calling these functions: SpawnProjectileMultiByChannel, SpawnProjectileMultiByObjectType, SpawnProjectileSingleByChannel, SpawnProjectileSingleByObjectType!
You can add any components to Runtime and attach them to the XProjectile during spawn.
XProjectile can be destroyed in two cases:
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If LifeTime has expired! In this case, the OnProjectileDestroy delegate will be called! All attached components will be destroyed by the time this delegate is called if bAutoDestroyAttachComponents = true! The bullet is automatically destroyed at this point! You don't need to do anything!
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If you call the Destroy function! You can destroy a bullet, for example, if it hits a specific target. This is usually done in the OnProjectileHit delegate. You can also make a ricochet if, but on the condition that bBlockingHit = true. To cause a ricochet, use the MakeRicochet or ContinueInOtherDirection function.