void AFP_FirstPersonCharacter::OnFire()
{
	// Play a sound if there is one
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if(FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if(AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}

	// Now send a trace from the end of our gun to see if we should hit anything
	APlayerController* PlayerController = Cast<APlayerController>(GetController());
	
	// Calculate the direction of fire and the start location for trace
	FVector CamLoc;
	FRotator CamRot;
	PlayerController->GetPlayerViewPoint(CamLoc, CamRot);
	const FVector ShootDir = CamRot.Vector();

	FVector StartTrace = FVector::ZeroVector;
	if (PlayerController)
	{
		FRotator UnusedRot;
		PlayerController->GetPlayerViewPoint(StartTrace, UnusedRot);

		// Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
		StartTrace = StartTrace + ShootDir * ((GetActorLocation() - StartTrace) | ShootDir);
	}

	// Calculate endpoint of trace
	const FVector EndTrace = StartTrace + ShootDir * WeaponRange;

	// Check for impact
	const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);

	// Deal with impact
	AActor* DamagedActor = Impact.GetActor();
	UPrimitiveComponent* DamagedComponent = Impact.GetComponent();

	// If we hit an actor, with a component that is simulating physics, apply an impulse
	if ((DamagedActor != NULL) && (DamagedActor != this) && (DamagedComponent != NULL) && DamagedComponent->IsSimulatingPhysics())
	{
		DamagedComponent->AddImpulseAtLocation(ShootDir*WeaponDamage, Impact.Location);
	}
}
void UParticleModuleCollision::Update(FParticleEmitterInstance* Owner, int32 Offset, float DeltaTime)
{
	SCOPE_CYCLE_COUNTER(STAT_ParticleCollisionTime);
	check(Owner);
	check(Owner->Component);
	UWorld* World = Owner->Component->GetWorld();
	if (Owner->ActiveParticles == 0 || (bDropDetail && World && World->bDropDetail))
	{
		return;
	}

	//Gets the owning actor of the component. Can be NULL if the component is spawned with the World as an Outer, e.g. in UGameplayStatics::SpawnEmitterAtLocation().
	AActor* Actor = Owner->Component->GetOwner();

	UParticleLODLevel* LODLevel	= Owner->SpriteTemplate->GetCurrentLODLevel(Owner);
	check(LODLevel);

	const int32 MeshRotationOffset = Owner->GetMeshRotationOffset();
	const bool bMeshRotationActive = Owner->IsMeshRotationActive();

	const FTransform& OwnerTM = Owner->Component->GetAsyncComponentToWorld();
	const FVector ParentScale = OwnerTM.GetScale3D();

	FParticleEventInstancePayload* EventPayload = NULL;
	if (LODLevel->EventGenerator)
	{
		EventPayload = (FParticleEventInstancePayload*)(Owner->GetModuleInstanceData(LODLevel->EventGenerator));
		if (EventPayload && 
			(EventPayload->bCollisionEventsPresent == false) && 
			(EventPayload->bDeathEventsPresent == false))
		{
			EventPayload = NULL;
		}
	}

	FParticleCollisionInstancePayload* CollisionInstPayload = (FParticleCollisionInstancePayload*)(Owner->GetModuleInstanceData(this));

	const TArray<FVector>& PlayerLocations = Owner->Component->GetPlayerLocations();
	TArray<float> PlayerLODDistanceFactor = Owner->Component->GetPlayerLODDistanceFactor();	//Make a copy because we need to square it later
	const int32 PlayerCount = PlayerLocations.Num();

	if (World->IsGameWorld())
	{
		bool bIgnoreAllCollision = false;

		// LOD collision based on visibility
		// This is at the 'emitter instance' level as it will be true or false for the whole instance...
		if (bCollideOnlyIfVisible && ((World->TimeSeconds - Owner->Component->LastRenderTime) > 0.1f))
		{
			// no collision if not recently rendered
			bIgnoreAllCollision = true;
		}
		else
		{
			// If the MaxCollisionDistance is greater than WORLD_MAX, they obviously want the check disabled...
			if (MaxCollisionDistance < WORLD_MAX)
			{
				// If we have at least a few particles, do a simple check vs. the bounds
				if (Owner->ActiveParticles > 7)
				{
					if (CollisionInstPayload->CurrentLODBoundsCheckCount == 0)
					{
						FBox BoundingBox;
						BoundingBox.Init();
						if (Owner->Component->Template && Owner->Component->Template->bUseFixedRelativeBoundingBox)
						{
							BoundingBox = Owner->Component->Template->FixedRelativeBoundingBox.TransformBy(OwnerTM);
						}
						else
						{
							// A frame behind, but shouldn't be an issue...
							BoundingBox = Owner->Component->GetAsyncBounds().GetBox();
						}

						// see if any player is within the extended bounds...
						bIgnoreAllCollision = true;
						// Check for the system itself beyond beyond the bounds
						// LOD collision by distance
						bool bCloseEnough = false;
						for (int32 PlyrIdx = 0; PlyrIdx < PlayerCount; PlyrIdx++)
						{
							// Invert the LOD distance factor here because we are using it to *expand* the 
							// bounds rather than shorten the distance checked as it is usually used for.
							float InvDistanceFactor = 1.0f / PlayerLODDistanceFactor[PlyrIdx];
							FBox CheckBounds = BoundingBox;
							float BoxExpansionValue = MaxCollisionDistance * InvDistanceFactor;
							BoxExpansionValue += BoxExpansionValue * 0.075f;
							// Expand it by the max collision distance (and a little bit extra)
							CheckBounds = CheckBounds.ExpandBy(BoxExpansionValue);
							if (CheckBounds.IsInside(PlayerLocations[PlyrIdx]))
							{
								// If one is close enough, that's all it takes!
								bCloseEnough = true;
								break;
							}
						}
						if (bCloseEnough == true)
						{
							bIgnoreAllCollision = false;
						}
					}
					CollisionInstPayload->CurrentLODBoundsCheckCount++;
					// Every 30 frames recheck the overall bounds...
					if (CollisionInstPayload->CurrentLODBoundsCheckCount > 30)
					{
						CollisionInstPayload->CurrentLODBoundsCheckCount = 0;
					}
				}
			}
		}

		if (bIgnoreAllCollision == true)
		{
			// Turn off collision on *all* existing particles...
			// We don't want it to turn back on and have particles 
			// already embedded start performing collision checks.
			BEGIN_UPDATE_LOOP;
			{
				Particle.Flags |= STATE_Particle_IgnoreCollisions;
			}
			END_UPDATE_LOOP;
			return;
		}

		// Square the LODDistanceFactor values now, so we don't have to do it
		// per particle in the update loop below...
		for (int32 SquareIdx = 0; SquareIdx < PlayerLocations.Num(); SquareIdx++)
		{
			PlayerLODDistanceFactor[SquareIdx] *= PlayerLODDistanceFactor[SquareIdx];
		}
	}

	float SquaredMaxCollisionDistance = FMath::Square(MaxCollisionDistance);
	BEGIN_UPDATE_LOOP;
	{
		if ((Particle.Flags & STATE_Particle_CollisionIgnoreCheck) != 0)
		{
			CONTINUE_UPDATE_LOOP;
		}

		PARTICLE_ELEMENT(FParticleCollisionPayload, CollisionPayload);
		if ((Particle.Flags & STATE_Particle_DelayCollisions) != 0)
		{
			if (CollisionPayload.Delay > Particle.RelativeTime)
			{
				CONTINUE_UPDATE_LOOP;
			}
			Particle.Flags &= ~STATE_Particle_DelayCollisions;
		}

		FVector			Location;
		FVector			OldLocation;

		// Location won't be calculated till after tick so we need to calculate an intermediate one here.
		Location	= Particle.Location + Particle.Velocity * DeltaTime;
		if (LODLevel->RequiredModule->bUseLocalSpace)
		{
			// Transform the location and old location into world space
			Location		= OwnerTM.TransformPosition(Location);
			OldLocation		= OwnerTM.TransformPosition(Particle.OldLocation);
		}
		else
		{
			OldLocation	= Particle.OldLocation;
		}
		FVector	Direction = (Location - OldLocation).GetSafeNormal();

		// Determine the size
		FVector Size = Particle.Size * ParentScale;
		FVector	Extent(0.0f);

		// Setup extent for mesh particles. 
		UParticleModuleTypeDataMesh* MeshType = Cast<UParticleModuleTypeDataMesh>(LODLevel->TypeDataModule);
		if (MeshType && MeshType->Mesh)
		{
			Extent = MeshType->Mesh->GetBounds().BoxExtent;
			Extent = MeshType->bCollisionsConsiderPartilceSize ? Extent * Size : Extent;
		}
		
		FHitResult Hit;

		Hit.Normal.X = 0.0f;
		Hit.Normal.Y = 0.0f;
		Hit.Normal.Z = 0.0f;

		check( Owner->Component );

		FVector End = Location + Direction * Size / DirScalar;

		if ((World->IsGameWorld() == true) && (MaxCollisionDistance < WORLD_MAX))
		{
			// LOD collision by distance
			bool bCloseEnough = false;
			for (int32 CheckIdx = 0; CheckIdx < PlayerCount; CheckIdx++)
			{
				float CheckValue = (PlayerLocations[CheckIdx] - End).SizeSquared() * PlayerLODDistanceFactor[CheckIdx];
				if (CheckValue < SquaredMaxCollisionDistance)
				{
					bCloseEnough = true;
					break;
				}
			}
			if (bCloseEnough == false)
			{
				Particle.Flags |= STATE_Particle_IgnoreCollisions;
				CONTINUE_UPDATE_LOOP;
			}
		}

		AActor* IgnoreActor = bIgnoreSourceActor ? Actor : NULL;

		if (PerformCollisionCheck(Owner, &Particle, Hit, IgnoreActor, End, OldLocation, Extent))
		{
			bool bDecrementMaxCount = true;
			bool bIgnoreCollision = false;
			if (Hit.GetActor())
			{
				bDecrementMaxCount = !bPawnsDoNotDecrementCount || !Cast<APawn>(Hit.GetActor());
				bIgnoreCollision = bIgnoreTriggerVolumes && Hit.GetActor()->IsA(ATriggerBase::StaticClass());
				//@todo.SAS. Allow for PSys to say what it wants to collide w/?
			}

			if (bIgnoreCollision == false)
			{
				if (bDecrementMaxCount && (bOnlyVerticalNormalsDecrementCount == true))
				{
					if ((Hit.Normal.IsNearlyZero() == false) && (FMath::Abs(Hit.Normal.Z) + VerticalFudgeFactor) < 1.0f)
					{
						//UE_LOG(LogParticles, Log, TEXT("Particle from %s had a non-vertical hit!"), *(Owner->Component->Template->GetPathName()));
						bDecrementMaxCount = false;
					}
				}

				if (bDecrementMaxCount)
				{
					CollisionPayload.UsedCollisions--;
				}

				if (CollisionPayload.UsedCollisions > 0)
				{
					if (LODLevel->RequiredModule->bUseLocalSpace)
					{
						// Transform the particle velocity to world space
						FVector OldVelocity		= OwnerTM.TransformVector(Particle.Velocity);
						FVector	BaseVelocity	= OwnerTM.TransformVector(Particle.BaseVelocity);
						BaseVelocity			= BaseVelocity.MirrorByVector(Hit.Normal) * CollisionPayload.UsedDampingFactor;

						Particle.BaseVelocity		= OwnerTM.InverseTransformVector(BaseVelocity);
						Particle.BaseRotationRate	= Particle.BaseRotationRate * CollisionPayload.UsedDampingFactorRotation.X;
						if (bMeshRotationActive && MeshRotationOffset > 0)
						{
							FMeshRotationPayloadData* PayloadData = (FMeshRotationPayloadData*)((uint8*)&Particle + MeshRotationOffset);
							PayloadData->RotationRateBase *= CollisionPayload.UsedDampingFactorRotation;
						}

						// Reset the current velocity and manually adjust location to bounce off based on normal and time of collision.
						FVector NewVelocity	= Direction.MirrorByVector(Hit.Normal) * (Location - OldLocation).Size() * CollisionPayload.UsedDampingFactor;
						Particle.Velocity		= FVector::ZeroVector;

						// New location
						FVector	NewLocation		= Location + NewVelocity * (1.f - Hit.Time);
						Particle.Location		= OwnerTM.InverseTransformPosition(NewLocation);

						if (bApplyPhysics)
						{
							check(IsInGameThread());
							UPrimitiveComponent* PrimitiveComponent = Hit.Component.Get();
							if(PrimitiveComponent && PrimitiveComponent->IsAnySimulatingPhysics())
							{
								FVector vImpulse;
								vImpulse = -(NewVelocity - OldVelocity) * ParticleMass.GetValue(Particle.RelativeTime, Owner->Component);
								PrimitiveComponent->AddImpulseAtLocation(vImpulse, Hit.Location, Hit.BoneName);
							}
						}
					}
					else
					{
						FVector vOldVelocity = Particle.Velocity;

						// Reflect base velocity and apply damping factor.
						Particle.BaseVelocity		= Particle.BaseVelocity.MirrorByVector(Hit.Normal) * CollisionPayload.UsedDampingFactor;
						Particle.BaseRotationRate	= Particle.BaseRotationRate * CollisionPayload.UsedDampingFactorRotation.X;
						if (bMeshRotationActive && MeshRotationOffset > 0)
						{
							FMeshRotationPayloadData* PayloadData = (FMeshRotationPayloadData*)((uint8*)&Particle + MeshRotationOffset);
							PayloadData->RotationRateBase *= CollisionPayload.UsedDampingFactorRotation;
						}

						// Reset the current velocity and manually adjust location to bounce off based on normal and time of collision.
						FVector vNewVelocity	= Direction.MirrorByVector(Hit.Normal) * (Location - OldLocation).Size() * CollisionPayload.UsedDampingFactor;
						Particle.Velocity		= FVector::ZeroVector;
						Particle.Location	   += vNewVelocity * (1.f - Hit.Time);

						if (bApplyPhysics)
						{
							check(IsInGameThread());
							UPrimitiveComponent* PrimitiveComponent = Hit.Component.Get();
							if(PrimitiveComponent && PrimitiveComponent->IsAnySimulatingPhysics())
							{
								FVector vImpulse;
								vImpulse = -(vNewVelocity - vOldVelocity) * ParticleMass.GetValue(Particle.RelativeTime, Owner->Component);
								PrimitiveComponent->AddImpulseAtLocation(vImpulse, Hit.Location, Hit.BoneName);
							}
						}
					}

					if (EventPayload && (EventPayload->bCollisionEventsPresent == true))
					{
						LODLevel->EventGenerator->HandleParticleCollision(Owner, EventPayload, &CollisionPayload, &Hit, &Particle, Direction);
					}
				}
				else
				{
					if (LODLevel->RequiredModule->bUseLocalSpace == true)
					{
						Size = OwnerTM.TransformVector(Size);
					}
					Particle.Location = Hit.Location + (Size / 2.0f);
					if (LODLevel->RequiredModule->bUseLocalSpace == true)
					{
						// We need to transform the location back relative to the PSys.
						// NOTE: LocalSpace makes sense only for stationary emitters that use collision.
						Particle.Location = OwnerTM.InverseTransformPosition(Particle.Location);
					}
					switch (CollisionCompletionOption)
					{
					case EPCC_Kill:
						{
							if (EventPayload && (EventPayload->bDeathEventsPresent == true))
							{
								LODLevel->EventGenerator->HandleParticleKilled(Owner, EventPayload, &Particle);
							}
							KILL_CURRENT_PARTICLE;
						}
						break;
					case EPCC_Freeze:
						{
							Particle.Flags |= STATE_Particle_Freeze;
						}
						break;
					case EPCC_HaltCollisions:
						{
							Particle.Flags |= STATE_Particle_IgnoreCollisions;
						}
						break;
					case EPCC_FreezeTranslation:
						{
							Particle.Flags |= STATE_Particle_FreezeTranslation;
						}
						break;
					case EPCC_FreezeRotation:
						{
							Particle.Flags |= STATE_Particle_FreezeRotation;
						}
						break;
					case EPCC_FreezeMovement:
						{
							Particle.Flags |= STATE_Particle_FreezeRotation;
							Particle.Flags |= STATE_Particle_FreezeTranslation;
						}
						break;
					}

					if (EventPayload && (EventPayload->bCollisionEventsPresent == true))
					{
						LODLevel->EventGenerator->HandleParticleCollision(Owner, EventPayload, &CollisionPayload, &Hit, &Particle, Direction);
					}
				}
				Particle.Flags |= STATE_Particle_CollisionHasOccurred;
			}
		}
	}
	END_UPDATE_LOOP;
}