mirror of
https://github.com/storytold/EventCenterPlugin.git
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cleanup
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@@ -8,7 +8,7 @@ DEFINE_LOG_CATEGORY(SpawnableSkeletalMeshActorLog);
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ASpawnableSkeletalMeshActor::ASpawnableSkeletalMeshActor()
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ASpawnableSkeletalMeshActor::ASpawnableSkeletalMeshActor()
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{
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{
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTORz"));
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTOR"));
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// Set this actor to call Tick() every frame.
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// Set this actor to call Tick() every frame.
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// You can turn this off to improve performance if you don't need it.
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// You can turn this off to improve performance if you don't need it.
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@@ -24,7 +24,7 @@ ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() {
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void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
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void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
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{
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{
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()z"));
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()"));
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BaseMesh = skeletalMesh;
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BaseMesh = skeletalMesh;
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@@ -35,28 +35,5 @@ void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skelet
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BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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BaseMeshComponent->SetSimulatePhysics(true);
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BaseMeshComponent->SetSimulatePhysics(true);
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//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody);
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//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);
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//BaseMeshComponent->SetUseCCD(true);
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//BaseMeshComponent->SetEnableGravity(true);
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//BaseMeshComponent->SetSimulatePhysics(true);
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//SetActorEnableCollision(true);
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//BaseMeshComponent->SetCollisionProfileName("Custom...", true);
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//BaseMeshComponent->SetCollisionObjectType(ECollisionChannel::ECC_Pawn);
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//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_Pawn);
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//BaseMeshComponent->SetCollisionResponseToAllChannels(ECR_Block);
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//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
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//BaseMeshComponent->SetAllBodiesSimulatePhysics(true);
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//BaseMeshComponent->UpdateCollisionProfile();
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//BaseMeshComponent->UpdatePhysicsToRBChannels();
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}
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}
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