Fixed bug with turn
The player could jump to avoid the trigger that call the TimeLine that turns the character. Reescaled this trigger
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@ -1,3 +1,3 @@
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@ -1,3 +1,3 @@
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@ -1,3 +1,3 @@
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@ -1,3 +0,0 @@
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size 4142
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@ -9,7 +9,6 @@ ATileCurve::ATileCurve()
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TurnTrigger = CreateDefaultSubobject<UBoxComponent>(TEXT("TurnTrigger"));
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TurnTrigger = CreateDefaultSubobject<UBoxComponent>(TEXT("TurnTrigger"));
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TurnTrigger->SetupAttachment(SceneComponent);
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TurnTrigger->SetupAttachment(SceneComponent);
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TurnTrigger->SetCollisionProfileName(TEXT("OverlapOnlyPawn"));
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TurnTrigger->SetCollisionProfileName(TEXT("OverlapOnlyPawn"));
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//TurnTrigger->OnComponentBeginOverlap.AddDynamic(this, &ATileCurve::TurnBeginOverlap);
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}
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}
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