Static functions turned into Blueprint function libraries to help simplify spawning bug placer pawns.
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Content/BPF_SpawnerFunctions.uasset
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Content/BPF_SpawnerFunctions.uasset
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@ -203,7 +203,7 @@ void ABugPlacerPawn::ExitCanceled()
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}
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}
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void ABugPlacerPawn::SpawnBugPlacerPawn(const UObject *WorldContextObject, TSubclassOf<ABugPlacerPawn> Class)
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void ABugPlacerPawn::SBPP(const UObject *WorldContextObject, TSubclassOf<ABugPlacerPawn> Class)
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{
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{
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const FTransform &Transform = UGameplayStatics::GetPlayerCameraManager(WorldContextObject, 0)->GetActorTransform();
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const FTransform &Transform = UGameplayStatics::GetPlayerCameraManager(WorldContextObject, 0)->GetActorTransform();
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FActorSpawnParameters SpawnParams;
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FActorSpawnParameters SpawnParams;
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@ -211,7 +211,7 @@ void ABugPlacerPawn::SpawnBugPlacerPawn(const UObject *WorldContextObject, TSubc
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WorldContextObject->GetWorld()->SpawnActor<ABugPlacerPawn>(Class, Transform, SpawnParams);
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WorldContextObject->GetWorld()->SpawnActor<ABugPlacerPawn>(Class, Transform, SpawnParams);
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}
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}
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void ABugPlacerPawn::ShowBugMarkersInLevel(const UObject *WorldContextObject)
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void ABugPlacerPawn::SBMIL(const UObject *WorldContextObject)
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{
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{
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if (UBugMarkerSubsystem *BugMarkerSubsystem = UGameplayStatics::GetPlayerController(WorldContextObject, 0)->GetLocalPlayer()->GetSubsystem<UBugMarkerSubsystem>())
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if (UBugMarkerSubsystem *BugMarkerSubsystem = UGameplayStatics::GetPlayerController(WorldContextObject, 0)->GetLocalPlayer()->GetSubsystem<UBugMarkerSubsystem>())
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{
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{
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@ -219,7 +219,7 @@ void ABugPlacerPawn::ShowBugMarkersInLevel(const UObject *WorldContextObject)
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}
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}
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}
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}
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void ABugPlacerPawn::HideBugMarkersInLevel(const UObject *WorldContextObject)
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void ABugPlacerPawn::HBMIL(const UObject *WorldContextObject)
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{
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{
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if (UBugMarkerSubsystem *BugMarkerSubsystem = UGameplayStatics::GetPlayerController(WorldContextObject, 0)->GetLocalPlayer()->GetSubsystem<UBugMarkerSubsystem>())
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if (UBugMarkerSubsystem *BugMarkerSubsystem = UGameplayStatics::GetPlayerController(WorldContextObject, 0)->GetLocalPlayer()->GetSubsystem<UBugMarkerSubsystem>())
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{
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{
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@ -32,12 +32,12 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void ShowCrosshairs(const bool bShow);
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void ShowCrosshairs(const bool bShow);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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UFUNCTION(BlueprintCallable, Category="Unrealzilla C++ Native", meta=(WorldContext="WorldContextObject"))
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static void SpawnBugPlacerPawn(const UObject *WorldContextObject, TSubclassOf<ABugPlacerPawn> Class);
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static void SBPP(const UObject *WorldContextObject, TSubclassOf<ABugPlacerPawn> Class);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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UFUNCTION(BlueprintCallable, Category="Unrealzilla C++ Native", meta=(WorldContext="WorldContextObject"))
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static void ShowBugMarkersInLevel(const UObject *WorldContextObject);
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static void SBMIL(const UObject *WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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UFUNCTION(BlueprintCallable, Category="Unrealzilla C++ Native", meta=(WorldContext="WorldContextObject"))
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static void HideBugMarkersInLevel(const UObject *WorldContextObject);
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static void HBMIL(const UObject *WorldContextObject);
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protected:
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protected:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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