diff --git a/Source/ActorSpawningPlugin/Public/LocationLibrary.h b/Source/ActorSpawningPlugin/Public/LocationLibrary.h index a8bb6c1..a4f9753 100644 --- a/Source/ActorSpawningPlugin/Public/LocationLibrary.h +++ b/Source/ActorSpawningPlugin/Public/LocationLibrary.h @@ -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,