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https://github.com/storytold/EventCenterPlugin.git
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better comments / cleanup
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@@ -39,29 +39,22 @@ void ASpawningActor::Tick(float DeltaTime)
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void ASpawningActor::Spawn()
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void ASpawningActor::Spawn()
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{
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{
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// Spawn actor
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// TODO(bt): This will memory leak.
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ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(ASpawnableActor::StaticClass());
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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(-1000.0f, 1000.0f);
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float x = FMath::RandRange(-1000.0f, 1000.0f);
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float y = FMath::RandRange(-1000.0f, 1000.0f);
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float y = FMath::RandRange(-1000.0f, 1000.0f);
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float z = FMath::RandRange(-1000.0f, 1000.0f);
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float z = FMath::RandRange(-1000.0f, 1000.0f);
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FVector location(x, y, z);
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FVector location(x, y, z);
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FRotator rotation;
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FRotator rotation;
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/*ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(
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ASpawnableActor::StaticClass(),
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NAME_None,
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&location,
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&rotation,
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nullptr, // ??
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false, // bNoCollisionFail
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false, // ??
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nullptr, // owner
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nullptr // instigator
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);*/
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// TODO(bt): This will memory leak.
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ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(ASpawnableActor::StaticClass());
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spawnedActor->SetActorLocationAndRotation(location, rotation, false, 0, ETeleportType::ResetPhysics);
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spawnedActor->SetActorLocationAndRotation(location, rotation, false, 0, ETeleportType::ResetPhysics);
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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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spawnedActor->StartDestroyTimer(10.0);
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}
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}
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