diff --git a/Infinite_Shooter/Source/Infinite_Shooter/Infinite_ShooterHUD.cpp b/Infinite_Shooter/Source/Infinite_Shooter/Infinite_ShooterHUD.cpp index fffc9e2..31c94fa 100644 --- a/Infinite_Shooter/Source/Infinite_Shooter/Infinite_ShooterHUD.cpp +++ b/Infinite_Shooter/Source/Infinite_Shooter/Infinite_ShooterHUD.cpp @@ -25,11 +25,11 @@ void AInfinite_ShooterHUD::DrawHUD() const FVector2D Center(Canvas->ClipX * 0.5f, Canvas->ClipY * 0.5f); // offset by half the texture's dimensions so that the center of the texture aligns with the center of the Canvas - const FVector2D CrosshairDrawPosition( (Center.X), - (Center.Y)); + const FVector2D CrosshairDrawPosition((Center.X), + (Center.Y + 10.f)); // draw the crosshair - FCanvasTileItem TileItem( CrosshairDrawPosition, CrosshairTex->Resource, FLinearColor::White); + FCanvasTileItem TileItem(CrosshairDrawPosition, CrosshairTex->Resource, FLinearColor::White); TileItem.BlendMode = SE_BLEND_Translucent; - Canvas->DrawItem( TileItem ); + Canvas->DrawItem(TileItem); }