diff --git a/Source/ActorSpawningPlugin/Private/SpawningActor.cpp b/Source/ActorSpawningPlugin/Private/SpawningActor.cpp index 36bf3fc..a44d6e4 100644 --- a/Source/ActorSpawningPlugin/Private/SpawningActor.cpp +++ b/Source/ActorSpawningPlugin/Private/SpawningActor.cpp @@ -121,6 +121,11 @@ ASoundSpawnActor* ASpawningActor::SpawnSoundActor() playerLocation.Z + z ); + return SpawnSoundActorAtLocation(location); +} + +ASoundSpawnActor* ASpawningActor::SpawnSoundActorAtLocation(FVector location) +{ FActorSpawnParameters actorSpawnParams; FRotator rotation; diff --git a/Source/ActorSpawningPlugin/Public/SpawningActor.h b/Source/ActorSpawningPlugin/Public/SpawningActor.h index f329bf0..05e7bcc 100644 --- a/Source/ActorSpawningPlugin/Public/SpawningActor.h +++ b/Source/ActorSpawningPlugin/Public/SpawningActor.h @@ -24,25 +24,41 @@ public: ASpawningActor(); ~ASpawningActor(); - /** Create static mesh actor. */ + // ========================== STATIC MESH ACTOR ========================== + + /** + * Create static mesh actor. + */ UFUNCTION(BlueprintCallable, Category = "SpawningActor") ASpawnableStaticMeshActor* SpawnStaticMeshActor(); - /** Create skeletal mesh actor. */ + // ========================== SKELETAL MESH ACTOR ========================== + + /** + * Create skeletal mesh actor. + */ UFUNCTION(BlueprintCallable, Category = "SpawningActor") ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor(); - /** Create skeletal mesh actor at location. */ + /** + * Create skeletal mesh actor at location. + */ UFUNCTION(BlueprintCallable, Category = "SpawningActor") ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActorAtLocation(FVector location); - /** Create sound actor. */ + // ========================== SOUND ACTOR ========================== + + /** + * Create sound actor. + */ UFUNCTION(BlueprintCallable, Category = "SpawningActor") ASoundSpawnActor* SpawnSoundActor(); - /** Mesh to use */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawningActor", meta = (AllowPrivateAccess = "true")) - class UStaticMeshComponent* BaseMesh; + /** + * Create sound actor at the given location. + */ + UFUNCTION(BlueprintCallable, Category = "SpawningActor") + ASoundSpawnActor* SpawnSoundActorAtLocation(FVector location); protected: // Called when the game starts or when spawned