Narrowing
This commit is contained in:
@@ -456,7 +456,12 @@ void UEBPlayerWeaponController::ApplyWeaponData(UEBWeaponData* WeaponData)
|
||||
{
|
||||
UEBWeaponData* PreviousWeapon = CurrentWeaponData;
|
||||
CurrentWeaponData = WeaponData;
|
||||
|
||||
|
||||
// Set WeaponData on the WeaponActor as well
|
||||
if (WeaponActor)
|
||||
{
|
||||
WeaponActor->WeaponData = WeaponData;
|
||||
}
|
||||
// Debug logging if enabled
|
||||
if (CurrentWeaponData && CurrentWeaponData->bEnableFireDebug)
|
||||
{
|
||||
@@ -464,16 +469,16 @@ void UEBPlayerWeaponController::ApplyWeaponData(UEBWeaponData* WeaponData)
|
||||
UE_LOG(LogTemp, Warning, TEXT("[WEAPON DEBUG] - Previous Weapon: %s"), PreviousWeapon ? *PreviousWeapon->WeaponName.ToString() : TEXT("None"));
|
||||
UE_LOG(LogTemp, Warning, TEXT("[WEAPON DEBUG] - New Weapon: %s"), WeaponData ? *WeaponData->WeaponName.ToString() : TEXT("None"));
|
||||
}
|
||||
|
||||
|
||||
// Apply to weapon actor
|
||||
InternalApplyWeaponData(WeaponData);
|
||||
|
||||
|
||||
// Update ammo
|
||||
UpdateAmmoFromWeaponData();
|
||||
|
||||
|
||||
// Broadcast event
|
||||
OnWeaponChanged.Broadcast(WeaponData);
|
||||
|
||||
|
||||
if (CurrentWeaponData && CurrentWeaponData->bEnableFireDebug)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("[WEAPON DEBUG] ApplyWeaponData() completed - weapon data applied and events broadcast"));
|
||||
|
||||
Reference in New Issue
Block a user