Not sure what these changes were for, but they are stored here for review.
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@@ -49,8 +49,6 @@ ABugPlacerPawn::ABugPlacerPawn()
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void ABugPlacerPawn::BeginPlay()
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{
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this->OriginalPlayer = UGameplayStatics::GetPlayerCharacter(this, 0);
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this->Activate();
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Super::BeginPlay();
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@@ -129,6 +127,9 @@ void ABugPlacerPawn::TraceTimerElapsed()
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this->TraceOriginComponent->SetRelativeScale3D(FVector(TraceOriginScale.X, TraceOriginScale.Y, (TraceEnd - TraceStart).Length()));
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}
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}
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float TraceInterval = this->GetActorTickInterval() > 0.0f ? this->GetActorTickInterval() : (1.0f / 60.0f) * World->GetWorldSettings()->MinGlobalTimeDilation;
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this->GetWorldTimerManager().SetTimer(this->TraceTimerHandle, this, &ABugPlacerPawn::TraceTimerElapsed, TraceInterval, false);
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}
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@@ -159,14 +160,17 @@ void ABugPlacerPawn::Activate()
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{
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this->SavedMaxSpeed = this->PawnMovement->GetMaxSpeed();
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this);
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APlayerController *Controller = UGameplayStatics::GetPlayerController(this, 0);
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this->OriginalPawn = Controller->GetPawn();
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this->OriginalPawn->DisableInput(Controller);
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Controller->Possess(this);
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const float &MinTimeDilation = this->GetWorldSettings()->MinGlobalTimeDilation;
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this->GetWorldSettings()->SetTimeDilation(MinTimeDilation);
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this->CustomTimeDilation = 1.0 / MinTimeDilation;
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//this->GetWorldSettings()->SetTimeDilation(MinTimeDilation);
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//this->CustomTimeDilation = 1.0 / MinTimeDilation;
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float TraceInterval = this->GetActorTickInterval() > 0.0f ? this->GetActorTickInterval() : (1.0f / 60.0f) * MinTimeDilation;
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this->GetWorldTimerManager().SetTimer(this->TraceTimerHandle, this, &ABugPlacerPawn::TraceTimerElapsed, TraceInterval, true);
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this->GetWorldTimerManager().SetTimer(this->TraceTimerHandle, this, &ABugPlacerPawn::TraceTimerElapsed, TraceInterval, false);
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}
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void ABugPlacerPawn::Deactivate()
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@@ -174,7 +178,9 @@ void ABugPlacerPawn::Deactivate()
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this->GetWorldTimerManager().ClearAllTimersForObject(this);
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this->GetWorldSettings()->SetTimeDilation(1.0f);
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this->OriginalPlayer);
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APlayerController *Controller = UGameplayStatics::GetPlayerController(this, 0);
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Controller->Possess(this->OriginalPawn);
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this->OriginalPawn->EnableInput(Controller);
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this->Destroy();
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}
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@@ -84,7 +84,7 @@ private:
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uint8 bArbitraryPlacement : 1;
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uint8 bCurrentTraceHit : 1;
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TObjectPtr<class ACharacter> OriginalPlayer;
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TObjectPtr<class APawn> OriginalPawn;
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TObjectPtr<class ABugMarkerActor> BugMarker;
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