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; }
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229190 in the post.
0 |
Component | UE - Gameplay - Gameplay Ability System |
---|---|
Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Oct 30, 2024 |
---|---|
Updated | Nov 20, 2024 |