diff --git a/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp b/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp index 6cf9bea..5a5c896 100644 --- a/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp +++ b/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp @@ -8,7 +8,7 @@ DEFINE_LOG_CATEGORY(SpawnableSkeletalMeshActorLog); ASpawnableSkeletalMeshActor::ASpawnableSkeletalMeshActor() { - UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTORz")); + UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTOR")); // Set this actor to call Tick() every frame. // You can turn this off to improve performance if you don't need it. @@ -24,7 +24,7 @@ ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() { void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh) { - UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()z")); + UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()")); BaseMesh = skeletalMesh; @@ -35,28 +35,5 @@ void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skelet BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block); BaseMeshComponent->SetSimulatePhysics(true); - - - - //BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody); - - //BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block); - //BaseMeshComponent->SetUseCCD(true); - //BaseMeshComponent->SetEnableGravity(true); - //BaseMeshComponent->SetSimulatePhysics(true); - - //SetActorEnableCollision(true); - - //BaseMeshComponent->SetCollisionProfileName("Custom...", true); - - //BaseMeshComponent->SetCollisionObjectType(ECollisionChannel::ECC_Pawn); - //BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_Pawn); - - //BaseMeshComponent->SetCollisionResponseToAllChannels(ECR_Block); - //BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); - - //BaseMeshComponent->SetAllBodiesSimulatePhysics(true); - //BaseMeshComponent->UpdateCollisionProfile(); - //BaseMeshComponent->UpdatePhysicsToRBChannels(); }