Please comment out there.
LyraGameplayAbility_RangedWeapon.cpp
void ULyraGameplayAbility_RangedWeapon::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag)
.......
if (bIsTargetDataValid && CommitAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo))
{
// We fired the weapon, add spread
ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance();
check(WeaponData);
WeaponData->AddSpread(); // <--Comment Out there!!
// Let the blueprint do stuff like apply effects to the targets
OnRangedWeaponTargetDataReady(LocalTargetDataHandle);
}
else
{
UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Weapon ability %s failed to commit (bIsTargetDataValid=%d)"), *GetPathName(), bIsTargetDataValid ? 1 : 0);
K2_EndAbility();
}
........