TDRL_LineOfSightComponent
ListenServer visibility fix
Fixed the issue causing the listen server to hide other players character
TDRL_NPCSpawn
SpawnOnBegin
New parameter "bSpawnOnBegin", which will force spawn OnBeginPlay
SpawnNPC and DespawnNPC exposed to BPs
TDRL_PlayerController
CursorTraceChannel and CursorTraceChannel_Pitch
Now you have the option to select the channel to be utilized in the 'GetHitResultUnderCursorByChannel' function. The 'TDRL_PlayerController' stores the last cursor-hit for gameplay purposes, with the default setting being 'Visibility'. This feature proves beneficial when you wish to exclude specific visible collisions in your map, such as walls.
In addition, you can chose a different Channel (CursorTraceChannel_Pitch) when using the pitch functionality!
Control Rotation: ZPlane
New Control Rotation Type, replacing the 'UnderMouse' preset. Instead of utilizing the surface's hit location as the origin, which is projected on the character's height, this preset employs trigonometry to interpolate the player's camera. The aiming vertical height is determined by the ZPlaneFloorHeight property (float).
IMPORTANT: If you intend to utilize this Control Rotation Type, I strongly recommend changing the 'CursorTraceChannel' to a custom channel specifically designed to be obstructed solely by the map's floor.
(Old) Under Mouse Visual Debug
(New) ZPlane Visual Debug
Laser for firearms (Blueprints)
New example of lasers for firearms, using blueprints.
Cursor Indicator (Blueprints)
New example of a cursor indicator, using blueprints.
Shooting line
Demonstrative shooting line to test the new aim system.