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