Added Prevention to Inout rune detection
Now the wand won't detect any runes that are either currently moving or are in the pocket. Don't light up your pockets/bag!
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@@ -174,11 +174,11 @@ DebuggerAttached=False
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=MaterialEditor
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RecentAssetEditors=Niagara
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=
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RecentAssetEditors=BlueprintEditor
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RecentAssetEditors=
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@@ -190,6 +190,7 @@ RecentAssetEditors=BlueprintEditor
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OpenAssetsAtExit=/Game/ProjectAssets/Blueprints/BP_RuneArea.BP_RuneArea
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OpenAssetsAtExit=/Game/ProjectAssets/Blueprints/BP_Rune.BP_Rune
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OpenAssetsAtExit=/Game/ProjectAssets/Blueprints/BP_DetectorBox.BP_DetectorBox
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OpenAssetsAtExit=/Game/ProjectAssets/Blueprints/BP_Wand.BP_Wand
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[PluginBrowser]
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InstalledPlugins=WMFCodecs
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@@ -2446,13 +2447,13 @@ Brush="\"Object.BrushBuilder.BrushBuilder.Object.BrushSettings\" "
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InputSettings="\"Object.Bindings.AxisConfig\" \"Object.Bindings.ActionMappings.ActionMappings[0]\" "
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Object=
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NiagaraDebugHUDSettingsData="\"Struct.ParticlesVariables.ParticlesVariables[0]\" "
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BP_RuneArea_C="\"Object.Default.Runes\" "
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BP_RuneArea_C=
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[AssetEditorSubsystemRecents]
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MRUItem0=/Game/ProjectAssets/Blueprints/BP_DetectorBox
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MRUItem1=/Game/ProjectAssets/Blueprints/BP_Rune
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MRUItem2=/Game/ProjectAssets/Blueprints/BP_RuneArea
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MRUItem3=/Game/ProjectAssets/Blueprints/BP_Wand
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MRUItem0=/Game/ProjectAssets/Blueprints/BP_Wand
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MRUItem1=/Game/ProjectAssets/Blueprints/BP_DetectorBox
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MRUItem2=/Game/ProjectAssets/Blueprints/BP_Rune
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MRUItem3=/Game/ProjectAssets/Blueprints/BP_RuneArea
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MRUItem4=/Game/ProjectAssets/Materials/MAT_Dummy_4
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MRUItem5=/Game/ProjectAssets/Particles/NG_MagicDetection
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MRUItem6=/Game/VRTemplate/Blueprints/GrabComponent
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