//TODO: This is still an awful way to do this and we should scrap this task or do it right.
void UAbilityTask_MoveToLocation::TickTask(float DeltaTime)
{
	if (bIsFinished)
	{
		return;
	}

	Super::TickTask(DeltaTime);
	AActor* MyActor = GetAvatarActor();
	if (MyActor)
	{
		ACharacter* MyCharacter = Cast<ACharacter>(MyActor);
		if (MyCharacter)
		{
			UCharacterMovementComponent* CharMoveComp = Cast<UCharacterMovementComponent>(MyCharacter->GetMovementComponent());
			if (CharMoveComp)
			{
				CharMoveComp->SetMovementMode(MOVE_Custom, 0);
			}
		}


		float CurrentTime = GetWorld()->GetTimeSeconds();

		if (CurrentTime >= TimeMoveWillEnd)
		{
			bIsFinished = true;

			// Teleport in attempt to find a valid collision spot
			MyActor->TeleportTo(TargetLocation, MyActor->GetActorRotation());
			if (!bIsSimulating)
			{
				MyActor->ForceNetUpdate();
				OnTargetLocationReached.Broadcast();
				EndTask();
			}
		}
		else
		{
			float MoveFraction = (CurrentTime - TimeMoveStarted) / DurationOfMovement;
			if (LerpCurve)
			{
				MoveFraction = LerpCurve->GetFloatValue(MoveFraction);
			}

			MyActor->SetActorLocation(FMath::Lerp<FVector, float>(StartLocation, TargetLocation, MoveFraction));
		}
	}
	else
	{
		bIsFinished = true;
		EndTask();
	}
}
void AGameModeBase::SetPlayerDefaults(APawn* PlayerPawn)
{
	PlayerPawn->SetPlayerDefaults();

#if !UE_WITH_PHYSICS
	// If there is no physics, set to flying by default
	UCharacterMovementComponent* CharacterMovement = Cast<UCharacterMovementComponent>(NewPlayer->GetPawn()->GetMovementComponent());
	if (CharacterMovement)
	{
		CharacterMovement->bCheatFlying = true;
		CharacterMovement->SetMovementMode(MOVE_Flying);
	}
#endif	//!UE_WITH_PHYSICS

}
void UAbilityTask_MoveToLocation::OnDestroy(bool AbilityIsEnding)
{
	AActor* MyActor = GetAvatarActor();
	if (MyActor)
	{
		ACharacter* MyCharacter = Cast<ACharacter>(MyActor);
		if (MyCharacter)
		{
			UCharacterMovementComponent* CharMoveComp = Cast<UCharacterMovementComponent>(MyCharacter->GetMovementComponent());
			if (CharMoveComp && CharMoveComp->MovementMode == MOVE_Custom)
			{
				CharMoveComp->SetMovementMode(MOVE_Falling);
			}
		}
	}

	Super::OnDestroy(AbilityIsEnding);
}