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/r/Christianity responds to a desparing, young closeted man who is terrified his family will find out about him, wondering why God hates him, with the usual

God didn’t created you as a homosexual. Repent of it and ask him to help you overcome those desires and yes you can be set free. God still loves you.

I have a theory that God refers to homosexuality as not those born attracted to their same gender, but to those who grow tired of the opposite gender and develop a kink for the same gender either from trauma or from sexual addictions.

Tyler Chernesky went through much the same thing and when he came to Jesus Christ, he concluded God's call for those in sin is abstinence. He believes orientation may not change, but we have a choice to live in purity (in his case, celibacy) or sin by engaging actively in what God calls us not to know

You say God made you homosexual but that simply cannot be true for the bible says God made man and then a woman to be mans helper for it is not good for man to be alone. What most Christian's do not realize is the very real realm of demonic and unclean spirits which surround us and the very real spiritual generational curses which people do not understand they need deliverance from. Some people are born "that way" due to generational curses which can go back generations, often when young people who are not born gay unfortunately get molested or abused sexually and an unclean Spirit enters them from that wicked act and they become gay or trans or any other form of sexual confusion due to the influence of the spirit that entered them. Remember Jesus Jesus cast out unclean spirits daily during his ministry on Earth and the bible has alot of information about it if you study it. Now I understand that you were born unfortunately with an unclean Spirit affecting you from birth and so its "normal" for you to assume "you" are gay and always were and will be, but I tell you truthfully if you get deliverance from that spirit than you will return to what is natural and have attraction and desire for the opposite sex as you will no longer be under the control and influence of another "being". I know this may sound scary or alot to process but dont worry the LORD God will help you. You simply need to fast, eat nothing and drink water only, do this and daily pray to Father God in Jesus name to set you free, it's really that simple. Watch some youtube videos about why fasting is needed and how it all works, AoC channel has a great one.

Being gay is just one sin that is no different from any other sin. Lying, sexual immorality of the straights.

A lot of people here saying you should pursue love with a man. The word of God says that it is a sin but He is capable to deliver from any sin. You were born with an inclination toward this sin just as I was toward my own sin. Seek the Lord. He is the way. If you want to hear from a formerly homosexual Christian, look up Jackie Hill Perry. Very good Christian rapper. I believe the has written on this topic.

There is only sin when one entertains lustful thoughts or commits homosexual acts.

By your logic, a caring and compassionate god would not demand that an alcoholic refrain from the drink that makes him happy. A struggle to overcome the flesh has always been part of the Christian life
OP is made in Imago Dei. Not in the image of his desires. Our desires enslave us, but we are not like animals who can't deny their desires, it's best for us to fight than to give in, out of love for God. God likes to see us fight, so we fight and keep fighting.

Sorry man I should've stated that differently but embracing sin isn't the way to Jesus. Everyone just needs to repent and get right with God <3

I will be honest here. I do believe acts of homosexuality are sinful. I believe this because the Bible presents the consistent message throughout the entire text validating monogamous, faithful marriages between one man and one woman

Just wondering what you think of the main character in the TV show "Dexter" who has the insatiable urge to kill people
So you didn't choose to be gay but its our current condition as human beings that's precisely why we need a saviour, so that we can overcome through him (Jesus).
submitted by dolphins3 to AgainstHateSubreddits


Strange ProjectileMovementComponent behavior

Hello guys!

I wanna ask some help for this issue.

For some reason, the BlackHoleSkill os moving through the ground, following a strange direction.

Here are the code snippets:

The Black Hole Skill:

// Fill out your copyright notice in the Description page of Project Settings. #include "BlackHoleSkill.h" #include "Kismet/GameplayStatics.h" #include "FPSConstants.h" #include "Components/SphereComponent.h" #include "DrawDebugHelpers.h" #include "Kismet/KismetMathLibrary.h" #include "Components/BoxComponent.h" #include "Engine/LevelBounds.h" #include "GameFramework/ProjectileMovementComponent.h" // Sets default values ABlackHoleSkill::ABlackHoleSkill() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; BlackHoleGravitationalInfluence = CreateDefaultSubobject(TEXT("BlackHoleGravitationalInfluence")); BlackHoleGravitationalInfluence->SetSphereRadius(300); //BlackHoleGravitationalInfluence->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); //BlackHoleGravitationalInfluence->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block); //BlackHoleGravitationalInfluence->SetGenerateOverlapEvents(true); //BlackHoleGravitationalInfluence->SetSimulatePhysics(true); BlackHoleGravitationalInfluence->SetCollisionProfileName("Projectile"); RootComponent = BlackHoleGravitationalInfluence; BlackHoleEventHorizon = CreateDefaultSubobject(TEXT("BlackHoleEventHorizon")); BlackHoleEventHorizon->SetWorldScale3D(FVector(.05f, .05f, .05f)); BlackHoleEventHorizon->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); BlackHoleEventHorizon->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block); BlackHoleEventHorizon->SetGenerateOverlapEvents(true); BlackHoleEventHorizon->SetSimulatePhysics(true); BlackHoleEventHorizon->SetupAttachment(BlackHoleGravitationalInfluence); BlackHoleMovementComp = CreateDefaultSubobject(TEXT("BlackHoleMovementComp")); BlackHoleMovementComp->SetUpdatedComponent(BlackHoleGravitationalInfluence); BlackHoleMovementComp->InitialSpeed = 3500.f; BlackHoleMovementComp->MaxSpeed = 3500.f; BlackHoleMovementComp->bRotationFollowsVelocity = true; BlackHoleMovementComp->bShouldBounce = true; InitialLifeSpan = 6.f; } // Called when the game starts or when spawned void ABlackHoleSkill::BeginPlay() { Super::BeginPlay(); UE_LOG(LogTemp, Warning, TEXT("BEGINPLAY() CALLED")); //FBoxSphereBounds BlackHoleBounds = BlackHoleEventHorizon->GetStaticMesh()->GetBounds(); FBoxSphereBounds BlackHoleBounds = BlackHoleEventHorizon->Bounds; UE_LOG(LogTemp, Warning, TEXT("Black Hole game radius = %f"), BlackHoleBounds.SphereRadius); float ScaleRatio = BlackHoleBounds.SphereRadius / CalculateSchwarzschildRadius(); UE_LOG(LogTemp, Warning, TEXT("ScaleRatio = %f"), ScaleRatio); FVector BoundingBoxSize; ULevel* CurrentLevel = GetLevel(); if (CurrentLevel) { FBox BoundingBox = ALevelBounds::CalculateLevelBounds(CurrentLevel); if (BoundingBox.IsValid) { BoundingBoxSize = BoundingBox.GetSize(); } else { UE_LOG(LogTemp, Warning, TEXT("BoundingBox isn't valid.")); } } else { UE_LOG(LogTemp, Warning, TEXT("CurrentLevel is null.")); } float Radius = CalculateGravitationalinfluenceRadius(); float ScaledGravitationalInfluenceRadius = 0.1 * Radius * (BoundingBoxSize.X / Radius); //float ScaledGravitationalInfluenceRadius = CalculateGravitationalinfluenceRadius() * ScaleRatio; BlackHoleGravitationalInfluence->SetSphereRadius(ScaledGravitationalInfluenceRadius); UE_LOG(LogTemp, Warning, TEXT("ScaledGravitationalInfluenceRadius = %f"), ScaledGravitationalInfluenceRadius); DrawDebugSphere( GetWorld(), GetActorLocation(), ScaledGravitationalInfluenceRadius, //2000, 50, FColor::Red, false, 180, 0, 5.f ); /* float Radius = -1.f; ULevel* CurrentLevel = GetLevel(); if(CurrentLevel) { ALevelBounds* LevelBounds = CurrentLevel->LevelBoundsActor.Get(); if(LevelBounds) { UBoxComponent* BoundingBox = LevelBounds->BoxComponent; if(BoundingBox) { Radius = BoundingBox->Bounds.SphereRadius; } else { UE_LOG(LogTemp, Warning, TEXT("BoundingBox is null.")); } } else { UE_LOG(LogTemp, Warning, TEXT("LevelBounds is null.")); } } else { UE_LOG(LogTemp, Warning, TEXT("CurrentLevel is null.")); } */ UE_LOG(LogTemp, Warning, TEXT("Map name = %s"), *(GetWorld()->GetName())); UE_LOG(LogTemp, Warning, TEXT("Map width = %f"), BoundingBoxSize.X); UE_LOG(LogTemp, Warning, TEXT("Map length = %f"), BoundingBoxSize.Y); UE_LOG(LogTemp, Warning, TEXT("Map depth = %f"), BoundingBoxSize.Z); } float ABlackHoleSkill::CalculateSchwarzschildRadius() { UE_LOG(LogTemp, Warning, TEXT("GRAVITATIONAL_CONST = %s"), *FString::Printf(TEXT("%f"), GRAVITATIONAL_CONST)); UE_LOG(LogTemp, Warning, TEXT("BlackHoleMassScale = %f"), BlackHoleMassScale); UE_LOG(LogTemp, Warning, TEXT("SUN_MASS = %f"), SUN_MASS); UE_LOG(LogTemp, Warning, TEXT("SPEED_OF_LIGHT = %f"), FMath::Pow(SPEED_OF_LIGHT, 2)); UE_LOG(LogTemp, Warning, TEXT("SchwarzschildRadius = %f"), 100 * ((2 * GRAVITATIONAL_CONST * (BlackHoleMassScale * SUN_MASS) ) / FMath::Pow(SPEED_OF_LIGHT, 2))); return 100 * ((2 * GRAVITATIONAL_CONST * (BlackHoleMassScale * SUN_MASS) ) / FMath::Pow(SPEED_OF_LIGHT, 2)); } float ABlackHoleSkill::CalculateStellarMeanDeviation() { if (BlackHoleClusterMinVelocity <= 0.f) { BlackHoleClusterMinVelocity = .01f; } TArray BlackHoleClusterVelocityArr; float StellarVelocitySum = 0.f; for (int Index = 0; Index < BlackHoleClusterCount; Index++) { float StellarVelocity = FMath::FRandRange(BlackHoleClusterMinVelocity, BlackHoleClusterMaxVelocity ); BlackHoleClusterVelocityArr.Add(StellarVelocity); StellarVelocitySum += StellarVelocity; } float StellarMeanVelocity = StellarVelocitySum / BlackHoleClusterCount; float DistancefromMeanSum = 0.f; for (float StellarVelocity : BlackHoleClusterVelocityArr) { float DistanceFromMean = UKismetMathLibrary::Abs(StellarMeanVelocity - StellarVelocity); DistancefromMeanSum += DistanceFromMean; } return DistancefromMeanSum / BlackHoleClusterCount; } float ABlackHoleSkill::CalculateGravitationalinfluenceRadius() { UE_LOG(LogTemp, Warning, TEXT("GravitationalInfluenceRadius = %f"), 100 * (GRAVITATIONAL_CONST * (BlackHoleMassScale * SUN_MASS) ) / CalculateStellarMeanDeviation()); return 100 * (GRAVITATIONAL_CONST * (BlackHoleMassScale * SUN_MASS) ) / CalculateStellarMeanDeviation(); } void ABlackHoleSkill::MoveinDirection(FVector Direction) { BlackHoleMovementComp->Velocity = Direction * BlackHoleMovementComp->InitialSpeed; } void ABlackHoleSkill::PostInitializeComponents() { Super::PostInitializeComponents(); UE_LOG(LogTemp, Warning, TEXT("POSTINITIALIZECOMPONENTS() CALLED")); FBodyInstance* BlackHoleBodyInstance = BlackHoleEventHorizon->GetBodyInstance(); if (BlackHoleBodyInstance) { BlackHoleBodyInstance->SetMassOverride(SUN_MASS, true); BlackHoleBodyInstance->SetMassScale(BlackHoleMassScale); } } // Called every frame void ABlackHoleSkill::Tick(float DeltaTime) { Super::Tick(DeltaTime); } 

And the Character who summons it:

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "FPSCharacter.h" #include "FPSProjectile.h" #include "Animation/AnimInstance.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "Kismet/GameplayStatics.h" #include "BlackHoleSkill.h" AFPSCharacter::AFPSCharacter() { // Create a CameraComponent CameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); CameraComponent->SetupAttachment(GetCapsuleComponent()); CameraComponent->SetRelativeLocation(FVector(0, 0, BaseEyeHeight)); // Position the camera CameraComponent->bUsePawnControlRotation = true; // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn) Mesh1PComponent = CreateDefaultSubobject(TEXT("CharacterMesh")); Mesh1PComponent->SetupAttachment(CameraComponent); Mesh1PComponent->CastShadow = false; Mesh1PComponent->SetRelativeRotation(FRotator(2.0f, -15.0f, 5.0f)); Mesh1PComponent->SetRelativeLocation(FVector(0, 0, -160.0f)); // Create a gun mesh component GunMeshComponent = CreateDefaultSubobject(TEXT("FP_Gun")); GunMeshComponent->CastShadow = false; GunMeshComponent->SetupAttachment(Mesh1PComponent, "GripPoint"); } void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { // set up gameplay key bindings check(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AFPSCharacter::Fire); PlayerInputComponent->BindAction("BlackHole", IE_Pressed, this, &AFPSCharacter::SummonBlackHole); PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight); PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); } void AFPSCharacter::Fire() { // try and fire a projectile if (ProjectileClass) { FVector MuzzleLocation = GunMeshComponent->GetSocketLocation("Muzzle"); FRotator MuzzleRotation = GunMeshComponent->GetSocketRotation("Muzzle"); //Set Spawn Collision Handling Override FActorSpawnParameters ActorSpawnParams; ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; // spawn the projectile at the muzzle GetWorld()->SpawnActor(ProjectileClass, MuzzleLocation, MuzzleRotation, ActorSpawnParams); } // try and play the sound if specified if (FireSound) { UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); } // try and play a firing animation if specified if (FireAnimation) { // Get the animation object for the arms mesh UAnimInstance* AnimInstance = Mesh1PComponent->GetAnimInstance(); if (AnimInstance) { AnimInstance->PlaySlotAnimationAsDynamicMontage(FireAnimation, "Arms", 0.0f); } } } void AFPSCharacter::SummonBlackHole() { if(BlackHoleSkillClass) { FVector MuzzleLocation = GunMeshComponent->GetSocketLocation("Muzzle"); FRotator MuzzleRotation = GunMeshComponent->GetSocketRotation("Muzzle"); FActorSpawnParameters ActorSpawnParameters; //ActorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; ActorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //GetWorld()->SpawnActor(BlackHoleSkillClass, GetActorLocation(), GetActorRotation(), ActorSpawnParameters); ABlackHoleSkill* BlackHoleThrown = GetWorld()->SpawnActor(BlackHoleSkillClass, MuzzleLocation, MuzzleRotation, ActorSpawnParameters); BlackHoleThrown->MoveinDirection(MuzzleRotation.Vector()); } } void AFPSCharacter::MoveForward(float Value) { if (Value != 0.0f) { // add movement in that direction AddMovementInput(GetActorForwardVector(), Value); } } void AFPSCharacter::MoveRight(float Value) { if (Value != 0.0f) { // add movement in that direction AddMovementInput(GetActorRightVector(), Value); } } 

Here is the video: https://youtu.be/CBmZDeWeRKk

Any clues?

submitted by TadeuAriasVillares to unrealengine