better comments

This commit is contained in:
Brandon Thomas
2021-03-09 00:22:12 -05:00
parent df724c1540
commit 8dbec875e3
@@ -19,38 +19,53 @@ class ACTORSPAWNINGPLUGIN_API ULocationLibrary : public UBlueprintFunctionLibrar
GENERATED_BODY()
public:
// The player's location
// This has no relation to where the player is looking, but rather the global map.
// ========================== ABSOLUTE LOCATION ==========================
/**
* The player's location
* This has no relation to where the player is looking, but rather the global map.
*/
UFUNCTION(BlueprintPure, Category = "SpawningPluginLocationFunctions",
meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static FVector GetPlayerAbsoluteLocation(UObject* WorldContextObject);
// The player's location with a static offset
// This has no relation to where the player is looking, but rather the global map.
/**
* The player's location with a static offset
* This has no relation to where the player is looking, but rather the global map.
*/
UFUNCTION(BlueprintPure, Category = "SpawningPluginLocationFunctions",
meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static FVector GetPlayerAbsoluteLocationWithOffset(UObject* WorldContextObject, float x, float y, float z);
static FVector GetPlayerAbsoluteLocationWithOffset(UObject* WorldContextObject,
float x, float y, float z);
// The player's location with a random offset
// This has no relation to where the player is looking, but rather the global map.
/**
* The player's location with a random offset
* This has no relation to where the player is looking, but rather the global map.
*/
UFUNCTION(BlueprintPure, Category = "SpawningPluginLocationFunctions",
meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static FVector GetPlayerAbsoluteLocationWithRandomOffset(UObject* WorldContextObject,
float minX, float maxX, float minY,
float maxY, float minZ, float maxZ);
// The player's forward location with a static offset
// This appears "in front" of the player.
// The xyz-offsets are applied before the forward offset.
// ========================== FORWARD VECTOR ==========================
/**
* The player's forward location with a static offset
* This appears "in front" of the player.
* The xyz-offsets are applied before the forward offset.
*/
UFUNCTION(BlueprintPure, Category = "SpawningPluginLocationFunctions",
meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static FVector GetPlayerForwardLocationWithOffset(UObject* WorldContextObject,
float forwardOffset,
float xAbsoluteOffset, float yAbsoluteOffset, float zAbsoluteOffset);
// The player's forward location with a random offset
// This appears "in front" of the player.
// The xyz-offsets are applied before the forward offset.
/**
* The player's forward location with a random offset
* This appears "in front" of the player.
* The xyz-offsets are applied before the forward offset.
*/
UFUNCTION(BlueprintPure, Category = "SpawningPluginLocationFunctions",
meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static FVector GetPlayerForwardLocationWithRandomOffset(UObject* WorldContextObject,