spawn sound at location, cleanup docs

This commit is contained in:
Brandon Thomas
2021-03-09 01:02:09 -05:00
parent 8dbec875e3
commit 8c128c2824
2 changed files with 28 additions and 7 deletions
@@ -121,6 +121,11 @@ ASoundSpawnActor* ASpawningActor::SpawnSoundActor()
playerLocation.Z + z playerLocation.Z + z
); );
return SpawnSoundActorAtLocation(location);
}
ASoundSpawnActor* ASpawningActor::SpawnSoundActorAtLocation(FVector location)
{
FActorSpawnParameters actorSpawnParams; FActorSpawnParameters actorSpawnParams;
FRotator rotation; FRotator rotation;
@@ -24,25 +24,41 @@ public:
ASpawningActor(); ASpawningActor();
~ASpawningActor(); ~ASpawningActor();
/** Create static mesh actor. */ // ========================== STATIC MESH ACTOR ==========================
/**
* Create static mesh actor.
*/
UFUNCTION(BlueprintCallable, Category = "SpawningActor") UFUNCTION(BlueprintCallable, Category = "SpawningActor")
ASpawnableStaticMeshActor* SpawnStaticMeshActor(); ASpawnableStaticMeshActor* SpawnStaticMeshActor();
/** Create skeletal mesh actor. */ // ========================== SKELETAL MESH ACTOR ==========================
/**
* Create skeletal mesh actor.
*/
UFUNCTION(BlueprintCallable, Category = "SpawningActor") UFUNCTION(BlueprintCallable, Category = "SpawningActor")
ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor(); ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor();
/** Create skeletal mesh actor at location. */ /**
* Create skeletal mesh actor at location.
*/
UFUNCTION(BlueprintCallable, Category = "SpawningActor") UFUNCTION(BlueprintCallable, Category = "SpawningActor")
ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActorAtLocation(FVector location); ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActorAtLocation(FVector location);
/** Create sound actor. */ // ========================== SOUND ACTOR ==========================
/**
* Create sound actor.
*/
UFUNCTION(BlueprintCallable, Category = "SpawningActor") UFUNCTION(BlueprintCallable, Category = "SpawningActor")
ASoundSpawnActor* SpawnSoundActor(); ASoundSpawnActor* SpawnSoundActor();
/** Mesh to use */ /**
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawningActor", meta = (AllowPrivateAccess = "true")) * Create sound actor at the given location.
class UStaticMeshComponent* BaseMesh; */
UFUNCTION(BlueprintCallable, Category = "SpawningActor")
ASoundSpawnActor* SpawnSoundActorAtLocation(FVector location);
protected: protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned