mirror of
https://github.com/storytold/ActorSpawningPlugin.git
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spawn sound at location, cleanup docs
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@@ -121,6 +121,11 @@ ASoundSpawnActor* ASpawningActor::SpawnSoundActor()
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playerLocation.Z + z
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playerLocation.Z + z
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);
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);
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return SpawnSoundActorAtLocation(location);
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}
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ASoundSpawnActor* ASpawningActor::SpawnSoundActorAtLocation(FVector location)
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{
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FActorSpawnParameters actorSpawnParams;
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FActorSpawnParameters actorSpawnParams;
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FRotator rotation;
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FRotator rotation;
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@@ -24,25 +24,41 @@ public:
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ASpawningActor();
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ASpawningActor();
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~ASpawningActor();
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~ASpawningActor();
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/** Create static mesh actor. */
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// ========================== STATIC MESH ACTOR ==========================
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/**
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* Create static mesh actor.
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*/
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableStaticMeshActor* SpawnStaticMeshActor();
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ASpawnableStaticMeshActor* SpawnStaticMeshActor();
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/** Create skeletal mesh actor. */
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// ========================== SKELETAL MESH ACTOR ==========================
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/**
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* Create skeletal mesh actor.
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*/
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor();
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor();
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/** Create skeletal mesh actor at location. */
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/**
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* Create skeletal mesh actor at location.
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*/
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActorAtLocation(FVector location);
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActorAtLocation(FVector location);
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/** Create sound actor. */
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// ========================== SOUND ACTOR ==========================
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/**
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* Create sound actor.
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*/
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASoundSpawnActor* SpawnSoundActor();
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ASoundSpawnActor* SpawnSoundActor();
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/** Mesh to use */
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/**
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawningActor", meta = (AllowPrivateAccess = "true"))
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* Create sound actor at the given location.
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class UStaticMeshComponent* BaseMesh;
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*/
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASoundSpawnActor* SpawnSoundActorAtLocation(FVector location);
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protected:
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protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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