mirror of
https://github.com/storytold/EventCenterPlugin.git
synced 2026-10-09 00:09:42 +00:00
This is an experiment (not working yet) Multiple actor classes
* Skeletal meshes * Static meshes * Parent class for both
This commit is contained in:
@@ -27,8 +27,14 @@ ASpawnableActor::ASpawnableActor()
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*/
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// NB: Only valid to call in the CTOR.
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BaseMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
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BaseMeshComponent->SetupAttachment(RootComponent);
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//BaseMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
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//BaseMeshComponent->SetupAttachment(RootComponent);
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// Attach a mesh to the object to try to turn on physics.
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// Maybe not necessary...
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//static ConstructorHelpers::FObjectFinder<UStaticMesh> BaseMeshAsset(TEXT("StaticMesh'/Game/StarterContent/Props/MaterialSphere.MaterialSphere'"));
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//BaseMeshComponent->SetStaticMesh(BaseMeshAsset.Object);
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//BaseMeshComponent->SetSimulatePhysics(true);
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}
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ASpawnableActor::~ASpawnableActor()
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@@ -51,7 +57,7 @@ void ASpawnableActor::Tick(float DeltaTime)
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}
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// TODO: This doesn't work outside of constructor
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void ASpawnableActor::SetMeshByString(const FString& meshName)
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/*void ASpawnableActor::SetMeshByString(const FString& meshName)
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{
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// Attach a mesh to the object.
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// eg. TEXT("StaticMesh'/Game/StarterContent/Props/MaterialSphere.MaterialSphere'")
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@@ -64,14 +70,16 @@ void ASpawnableActor::SetMeshByString(const FString& meshName)
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BaseMeshComponent->SetStaticMesh(BaseMesh);
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BaseMeshComponent->SetSimulatePhysics(true);
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}
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}*/
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void ASpawnableActor::SetMesh(UStaticMesh* staticMesh)
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// Works!!
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/*void ASpawnableActor::SetMesh(UStaticMesh* staticMesh)
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{
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BaseMesh = staticMesh;
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BaseMeshComponent->SetStaticMesh(BaseMesh);
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BaseMeshComponent->SetSimulatePhysics(true);
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}
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BaseMeshComponent->UpdateCollisionFromStaticMesh();
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}*/
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void ASpawnableActor::StartDestroyTimer(float seconds)
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{
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@@ -0,0 +1,29 @@
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#include "SpawnableSkeletalMeshActor.h"
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#include "UObject/Object.h"
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#include "Engine/EngineTypes.h"
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DEFINE_LOG_CATEGORY(SpawnableSkeletalMeshActorLog);
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ASpawnableSkeletalMeshActor::ASpawnableSkeletalMeshActor()
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{
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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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PrimaryActorTick.bCanEverTick = true;
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BaseMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("BaseMesh"));
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BaseMeshComponent->SetupAttachment(RootComponent);
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}
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ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() {
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}
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void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
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{
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BaseMesh = skeletalMesh;
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BaseMeshComponent->SetSkeletalMesh(BaseMesh);
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BaseMeshComponent->SetSimulatePhysics(true);
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BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody);
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}
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@@ -0,0 +1,27 @@
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#include "SpawnableStaticMeshActor.h"
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#include "UObject/Object.h"
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DEFINE_LOG_CATEGORY(SpawnableStaticMeshActorLog);
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ASpawnableStaticMeshActor::ASpawnableStaticMeshActor()
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{
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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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PrimaryActorTick.bCanEverTick = true;
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BaseMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
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BaseMeshComponent->SetupAttachment(RootComponent);
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}
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ASpawnableStaticMeshActor::~ASpawnableStaticMeshActor() {
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}
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void ASpawnableStaticMeshActor::SetSpawnableStaticMesh(UStaticMesh* staticMesh)
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{
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BaseMesh = staticMesh;
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BaseMeshComponent->SetStaticMesh(BaseMesh);
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BaseMeshComponent->SetSimulatePhysics(true);
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BaseMeshComponent->UpdateCollisionFromStaticMesh();
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}
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@@ -49,9 +49,85 @@ ASpawnableActor* ASpawningActor::Spawn()
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// Teleport actor randomly
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// TODO(bt): Put this in front of the camera, or on the (camera -> player) arc!
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float x = FMath::RandRange(-100.0f, 100.0f);
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float y = FMath::RandRange(-100.0f, 100.0f);
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float z = FMath::RandRange(-100.0f, 100.0f);
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float x = FMath::RandRange(-4000.0f, 4000.0f);
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float y = FMath::RandRange(-4000.0f, 4000.0f);
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float z = FMath::RandRange(3000.0f, 10000.0f);
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FVector location(
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playerLocation.X + x,
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playerLocation.Y + y,
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playerLocation.Z + z
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);
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FRotator rotation;
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spawnedActor->SetActorLocationAndRotation(
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location,
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rotation,
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false,
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0,
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ETeleportType::ResetPhysics
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);
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// We don't want to keep the actor around indefinitely since they may pile up unused.
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// Optionally, we could maintain a queue and cull the oldest actors.
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spawnedActor->StartDestroyTimer(10.0);
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return spawnedActor;
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}
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ASpawnableStaticMeshActor* ASpawningActor::SpawnStaticMeshActor()
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{
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// Spawn actor
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// TODO(bt): This will memory leak.
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ASpawnableStaticMeshActor* spawnedActor = (ASpawnableStaticMeshActor*)GetWorld()->SpawnActor(ASpawnableStaticMeshActor::StaticClass());
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// Get player location
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FVector playerLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
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// Teleport actor randomly
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// TODO(bt): Put this in front of the camera, or on the (camera -> player) arc!
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float x = FMath::RandRange(-4000.0f, 4000.0f);
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float y = FMath::RandRange(-4000.0f, 4000.0f);
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float z = FMath::RandRange(3000.0f, 10000.0f);
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FVector location(
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playerLocation.X + x,
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playerLocation.Y + y,
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playerLocation.Z + z
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);
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FRotator rotation;
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spawnedActor->SetActorLocationAndRotation(
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location,
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rotation,
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false,
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0,
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ETeleportType::ResetPhysics
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);
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// We don't want to keep the actor around indefinitely since they may pile up unused.
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// Optionally, we could maintain a queue and cull the oldest actors.
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spawnedActor->StartDestroyTimer(10.0);
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return spawnedActor;
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}
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ASpawnableSkeletalMeshActor* ASpawningActor::SpawnSkeletalMeshActor()
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{
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// Spawn actor
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// TODO(bt): This will memory leak.
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ASpawnableSkeletalMeshActor* spawnedActor = (ASpawnableSkeletalMeshActor*)GetWorld()->SpawnActor(ASpawnableSkeletalMeshActor::StaticClass());
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// Get player location
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FVector playerLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
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// Teleport actor randomly
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// TODO(bt): Put this in front of the camera, or on the (camera -> player) arc!
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float x = FMath::RandRange(-4000.0f, 4000.0f);
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float y = FMath::RandRange(-4000.0f, 4000.0f);
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float z = FMath::RandRange(3000.0f, 10000.0f);
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FVector location(
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playerLocation.X + x,
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@@ -22,19 +22,19 @@ public:
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~ASpawnableActor();
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/** Mesh to use */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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class UStaticMeshComponent* BaseMeshComponent;
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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//class UStaticMeshComponent* BaseMeshComponent;
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/** Mesh to use */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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class UStaticMesh* BaseMesh;
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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//class UStaticMesh* BaseMesh;
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// FIXME: This won't work outside of the ctor :(
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UFUNCTION(BlueprintCallable, Category = "SpawnableActor")
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void SetMeshByString(const FString& meshName);
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//UFUNCTION(BlueprintCallable, Category = "SpawnableActor")
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//void SetMeshByString(const FString& meshName);
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UFUNCTION(BlueprintCallable, Category = "SpawnableActor")
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void SetMesh(UStaticMesh* staticMesh);
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//UFUNCTION(BlueprintCallable, Category = "SpawnableActor")
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//void SetMesh(UStaticMesh* staticMesh);
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/** Set a timer to destroy this actor. */
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void StartDestroyTimer(float seconds);
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@@ -0,0 +1,38 @@
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#pragma once
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// Unreal Core
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/EngineTypes.h"
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// EventCenterPlugin
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#include "SpawnableActor.h"
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#include "SpawnableSkeletalMeshActor.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(SpawnableSkeletalMeshActorLog, Log, All);
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// NB(bt): "Blueprintable" seems to remove the ability to add BP event nodes.
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UCLASS()
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class EVENTCENTERPLUGIN_API ASpawnableSkeletalMeshActor : public ASpawnableActor
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{
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GENERATED_BODY()
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public:
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ASpawnableSkeletalMeshActor();
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~ASpawnableSkeletalMeshActor();
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/** Access to the skeletal mesh component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableSkeletalMeshActor", meta = (AllowPrivateAccess = "true"))
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class USkeletalMeshComponent* BaseMeshComponent;
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/** Set the skeletal mesh. */
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UFUNCTION(BlueprintCallable, Category = "SpawnableSkeletalMeshActor")
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void SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh);
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private:
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/** Mesh to use */
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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class USkeletalMesh* BaseMesh;
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};
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@@ -0,0 +1,38 @@
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#pragma once
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// Unreal Core
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/EngineTypes.h"
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// EventCenterPlugin
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#include "SpawnableActor.h"
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#include "SpawnableStaticMeshActor.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(SpawnableStaticMeshActorLog, Log, All);
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// NB(bt): "Blueprintable" seems to remove the ability to add BP event nodes.
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UCLASS()
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class EVENTCENTERPLUGIN_API ASpawnableStaticMeshActor : public ASpawnableActor
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{
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GENERATED_BODY()
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public:
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ASpawnableStaticMeshActor();
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~ASpawnableStaticMeshActor();
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/** Access to the static mesh component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableStaticMeshActor", meta = (AllowPrivateAccess = "true"))
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class UStaticMeshComponent* BaseMeshComponent;
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/** Set the static mesh. */
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UFUNCTION(BlueprintCallable, Category = "SpawnableStaticMeshActor")
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void SetSpawnableStaticMesh(UStaticMesh* staticMesh);
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private:
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/** Mesh to use */
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
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class UStaticMesh* BaseMesh;
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};
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@@ -6,6 +6,8 @@
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// EventCenterPlugin
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#include "SpawnableActor.h"
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#include "SpawnableSkeletalMeshActor.h"
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#include "SpawnableStaticMeshActor.h"
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#include "SpawningActor.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(SpawningActorLog, Log, All);
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@@ -25,13 +27,21 @@ public:
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableActor* Spawn();
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/** Create actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableStaticMeshActor* SpawnStaticMeshActor();
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/** Create actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor();
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/** Create actor with delegation callback. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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void SpawnCallback(FString Channel, FString Message);
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/** Mesh to use */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawningActor", meta = (AllowPrivateAccess = "true"))
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class UStaticMeshComponent* BaseMesh;
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class UStaticMeshComponent* BaseMesh;
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protected:
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// Called when the game starts or when spawned
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