-
Notifications
You must be signed in to change notification settings - Fork 0
Home
Welcome to the XProjectileDemo wiki! If the image does not display correctly, right-click on it and select "Open in new tab"
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:
-
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!
-
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. IMPORTANT: You must destroy the bullet or cause a ricochet if bBlockingHit = true during OnProjectileHit. If you don't, the bullet object will exist forever!