This is an experiment (not working yet) Multiple actor classes

* Skeletal meshes
* Static meshes
* Parent class for both
This commit is contained in:
Brandon Thomas
2021-03-03 06:51:49 -05:00
parent 5d13060cf4
commit 439968b8e7
8 changed files with 244 additions and 18 deletions
@@ -0,0 +1,38 @@
#pragma once
// Unreal Core
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineTypes.h"
// EventCenterPlugin
#include "SpawnableActor.h"
#include "SpawnableSkeletalMeshActor.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(SpawnableSkeletalMeshActorLog, Log, All);
// NB(bt): "Blueprintable" seems to remove the ability to add BP event nodes.
UCLASS()
class EVENTCENTERPLUGIN_API ASpawnableSkeletalMeshActor : public ASpawnableActor
{
GENERATED_BODY()
public:
ASpawnableSkeletalMeshActor();
~ASpawnableSkeletalMeshActor();
/** Access to the skeletal mesh component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableSkeletalMeshActor", meta = (AllowPrivateAccess = "true"))
class USkeletalMeshComponent* BaseMeshComponent;
/** Set the skeletal mesh. */
UFUNCTION(BlueprintCallable, Category = "SpawnableSkeletalMeshActor")
void SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh);
private:
/** Mesh to use */
//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
class USkeletalMesh* BaseMesh;
};