if (m_Abilities != null) {
for (int i = 0; i < m_Abilities.Length; ++i) {
m_Abilities[i].OnDestroy();
}
}
if (m_ItemAbilities != null) {
for (int i = 0; i < m_ItemAbilities.Length; ++i) {
m_ItemAbilities[i].OnDestroy();
}
}
OK, Will this be fixed in the future update?Good catch. I completely forgot to add the calling function. Within UltimateCharacterLocomotion.OnDestory add:
Code:if (m_Abilities != null) { for (int i = 0; i < m_Abilities.Length; ++i) { m_Abilities[i].OnDestroy(); } } if (m_ItemAbilities != null) { for (int i = 0; i < m_ItemAbilities.Length; ++i) { m_ItemAbilities[i].OnDestroy(); } }