| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ACombatCheckpointVolume::ACombatCheckpointVolume() | |
| { | |
| // create the box volume | |
| RootComponent = Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box")); | |
| check(Box); | |
| // set the box's extent | |
| Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f)); | |
| // set the default collision profile to overlap all dynamic | |
| Box->SetCollisionProfileName(FName("OverlapAllDynamic")); | |
| // bind the begin overlap | |
| Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatCheckpointVolume::OnOverlap); | |
| } | |
| void ACombatCheckpointVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) | |
| { | |
| // ensure we use this only once | |
| if (bCheckpointUsed) | |
| { | |
| return; | |
| } | |
| // has the player entered this volume? | |
| ACombatCharacter* PlayerCharacter = Cast<ACombatCharacter>(OtherActor); | |
| if (PlayerCharacter) | |
| { | |
| if (ACombatPlayerController* PC = Cast<ACombatPlayerController>(PlayerCharacter->GetController())) | |
| { | |
| // raise the checkpoint used flag | |
| bCheckpointUsed = true; | |
| // update the player's respawn checkpoint | |
| PC->SetRespawnTransform(PlayerCharacter->GetActorTransform()); | |
| } | |
| } | |
| } | |