void UTankTrack::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { DriveTrack(); ApplySidewaysForce(); CurrentThrottle = 0; }
void UTankTrack::SetThrottle(float Throttle) { float CurrentThrottle = FMath::Clamp<float>(Throttle, -1, 1); DriveTrack(CurrentThrottle); }