Description

The following code fixes the tilt :

void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) const
{
..
	case ETargetingAOEShape::Cylinder:
		{
//			const FVector RotatedExtent = SourceRotation * FVector(0.f, 0.f, CollisionShape.GetExtent().Z);
			const FVector RotatedExtent = FVector(0.f, 0.f, CollisionShape.GetExtent().Z);	//workaround
			DrawDebugCylinder(World, SourceLocation - RotatedExtent, SourceLocation + RotatedExtent, CollisionShape.GetExtent().X, 32,
				Color, bPersistentLines, LifeTime, DepthPriority, Thickness);
			break;
		}

Steps to Reproduce
  1. Open the attached repro project
  2. Start PIE
  3. See the TargetingSystem debug cylinder display in front of the pawn

Result:

The cylinder is located with Z+ axis perpendicular to the ground for overlapping collisions, but the debuging display is unnaturally tilted

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229190 in the post.

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Unresolved
ComponentUE - Gameplay - Gameplay Ability System
Affects Versions5.4
Target Fix5.6
CreatedOct 30, 2024
UpdatedNov 20, 2024
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