Files
EventCenterPlugin/Source/EventCenterPlugin/Private/SpawningActor.cpp
T

65 lines
1.3 KiB
C++

#include "SpawningActor.h"
#include "SpawnableActor.h"
#include "Engine/World.h"
#include "UObject/Object.h"
DEFINE_LOG_CATEGORY(SpawningActorLog);
ASpawningActor::ASpawningActor()
{
UE_LOG(EventSourceLog, Log, TEXT("CTOR()"));
// Set this actor to call Tick() every frame.
// You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
ASpawningActor::~ASpawningActor()
{
}
void ASpawningActor::BeginPlay()
{
Super::BeginPlay();
}
void ASpawningActor::BeginDestroy()
{
Super::BeginDestroy();
}
void ASpawningActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ASpawningActor::Spawn()
{
//SpawnActor<ASpawnableActor>(this, this);
FTransform location;
FRotator rotation;
//GetWorld()->SpawnActor<ASpawnableActor>(ASpawnableActor::StaticClass(), &spawnLocation);
/*ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(
ASpawnableActor::StaticClass(),
NAME_None,
&location,
&rotation,
nullptr, // ??
false, // bNoCollisionFail
false, // ??
nullptr, // owner
nullptr // instigator
);*/
//ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor<ASpawnableActor>(&spawnLocation);
ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(ASpawnableActor::StaticClass());
spawnedActor->SetMesh();
}