mirror of
https://github.com/storytold/ActorSpawningPlugin.git
synced 2026-10-09 00:09:44 +00:00
better comments
This commit is contained in:
@@ -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,
|
||||
|
||||
Reference in New Issue
Block a user