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15 changes: 15 additions & 0 deletions Source/ALSV4_CPP/Private/Components/ALSMantleComponent.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -129,6 +129,17 @@ void UALSMantleComponent::MantleStart(float MantleHeight, const FALSComponentAnd
OwnerCharacter->GetCharacterMovement()->SetMovementMode(MOVE_None);
OwnerCharacter->SetMovementState(EALSMovementState::Mantling);


//Check Physics for security
if (MantleLedgeLS.Component.Get()->IsSimulatingPhysics()) {
PhysicActor = true;
MantleLedgeLS.Component.Get()->SetSimulatePhysics(false);
}
else {
PhysicActor = false;
}


// Step 6: Configure the Mantle Timeline so that it is the same length as the
// Lerp/Correction curve minus the starting position, and plays at the same speed as the animation.
// Then start the timeline.
Expand Down Expand Up @@ -385,6 +396,10 @@ void UALSMantleComponent::MantleEnd()
{
Cast<AALSCharacter>(OwnerCharacter)->UpdateHeldObject();
}

if (PhysicActor) {
MantleLedgeLS.Component.Get()->SetSimulatePhysics(true);
}
}

// Enable ticking back after mantle ends
Expand Down
3 changes: 3 additions & 0 deletions Source/ALSV4_CPP/Public/Components/ALSMantleComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -106,6 +106,9 @@ class ALSV4_CPP_API UALSMantleComponent : public UActorComponent
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System")
float AcceptableVelocityWhileMantling = 10.0f;

UPROPERTY()
bool PhysicActor;

private:
UPROPERTY()
TObjectPtr<AALSBaseCharacter> OwnerCharacter;
Expand Down