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In CAttributeComponent.cpp
:
if (!IsAlive())
{
MulticastOnDeath(InstigatorActor);
// I greatly dislike this hard-coupled nightmare of a statement, but this is what was done in class. TODO: Use something like a GameplayMessage or maybe a delegate of sorts here.
GetWorld()->GetAuthGameMode<ACGameModeBase>()->OnActorKilled(GetOwner(), InstigatorActor);
}
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