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https://github.com/storytold/EventCenterPlugin.git
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This is an experiment (not working yet) Multiple actor classes
* Skeletal meshes * Static meshes * Parent class for both
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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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