diff --git a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp index cb98f8a..2d2035a 100644 --- a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp +++ b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp @@ -403,9 +403,13 @@ void AGigLineCharacter::LogFootProbes() } } } + const float HitDist2D = bTop + ? FVector::Dist2D(FVector(Top.ImpactPoint.X, Top.ImpactPoint.Y, 0.0), + FVector(GetActorLocation().X, GetActorLocation().Y, 0.0)) + : -1.f; UE_LOG(LogTemp, Warning, - TEXT("GigLine top surface under player: hit=%d Z=%.0f actor=%s mesh=%s (actor Z %.0f)"), - bTop ? 1 : 0, bTop ? Top.ImpactPoint.Z : -9999.f, + TEXT("GigLine top surface under player: hit=%d Z=%.0f xy(dist %.0f) actor=%s mesh=%s (actor Z %.0f)"), + bTop ? 1 : 0, bTop ? Top.ImpactPoint.Z : -9999.f, HitDist2D, bTop && Top.GetActor() ? *Top.GetActor()->GetName() : TEXT("none"), *MeshName, GetActorLocation().Z); }