Created
January 4, 2018 06:02
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Spawning an existing Actor derived object (Unreal)
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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "StaticMeshSpawner.h" | |
#include "UObject/ConstructorHelpers.h" | |
#include "Engine/StaticMesh.h" | |
#include "Engine/CollisionProfile.h" | |
#include "Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h" | |
// Sets default values | |
AStaticMeshSpawner::AStaticMeshSpawner() | |
{ | |
// 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; | |
// Static mesh (using the Matinee camera because I'm lazy and everyone has it) | |
static ConstructorHelpers::FObjectFinder<UStaticMesh> EditorCameraMesh(TEXT("/Engine/EditorMeshes/MatineeCam_SM")); | |
mProxyMesh = EditorCameraMesh.Object; | |
mProxyMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent0")); | |
mProxyMeshComponent->SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName); | |
mProxyMeshComponent->SetStaticMesh(mProxyMesh); | |
mProxyMeshComponent->Mobility = EComponentMobility::Static; | |
mProxyMeshComponent->bGenerateOverlapEvents = false; | |
mProxyMeshComponent->bUseDefaultCollision = true; | |
mProxyMeshComponent->bCastDynamicShadow = false; | |
mProxyMeshComponent->bCastStaticShadow = false; | |
mProxyMeshComponent->bIsEditorOnly = true; | |
RootComponent = mProxyMeshComponent; | |
mISMeshComponent = nullptr; | |
} | |
// Called when the game starts or when spawned | |
void AStaticMeshSpawner::BeginPlay() | |
{ | |
mProxyMeshComponent->SetHiddenInGame(true); | |
if (mISMeshComponent == nullptr) | |
{ | |
mISMeshComponent = NewObject<UInstancedStaticMeshComponent>(this); | |
mISMeshComponent->RegisterComponent(); | |
mISMeshComponent->SetStaticMesh(MeshToSpawn); | |
mISMeshComponent->SetFlags(RF_Transactional); | |
AddInstanceComponent(mISMeshComponent); | |
} | |
FTransform NewTransform = this->GetTransform(); | |
mISMeshComponent->AddInstance(NewTransform); | |
FTransform secondTransform(NewTransform.TransformPosition(FVector(0.0f, 100.0f, 0.0f))); | |
mISMeshComponent->AddInstance(secondTransform); | |
if (ActorToSpawn != nullptr) | |
{ | |
FTransform thirdTransform(NewTransform.TransformPosition(FVector(0.0f, 100.0f, 0.0f))); | |
FActorSpawnParameters spawnParameters; | |
spawnParameters.Template = ActorToSpawn; | |
AActor* newActor = GetWorld()->SpawnActor<AActor>(ActorToSpawn->GetClass(), thirdTransform, spawnParameters); | |
newActor->SetOwner(GetOwner()); | |
} | |
Super::BeginPlay(); | |
} | |
// Called every frame | |
void AStaticMeshSpawner::Tick(float DeltaTime) | |
{ | |
Super::Tick(DeltaTime); | |
} | |
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// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "GameFramework/Actor.h" | |
#include "StaticMeshSpawner.generated.h" | |
class UStaticMeshComponent; | |
class UInstancedStaticMeshComponent; | |
class AActor; | |
UCLASS(HideCategories = ("Sprite", "Rendering", "Input", "Actor", "HLOD")) | |
class BBITESTBED_API AStaticMeshSpawner : public AActor | |
{ | |
GENERATED_BODY() | |
public: | |
// Sets default values for this actor's properties | |
AStaticMeshSpawner(); | |
protected: | |
// Called when the game starts or when spawned | |
virtual void BeginPlay() override; | |
public: | |
// Called every frame | |
virtual void Tick(float DeltaTime) override; | |
protected: | |
UPROPERTY(transient) | |
UStaticMesh* mProxyMesh; | |
UStaticMeshComponent* mProxyMeshComponent; | |
UInstancedStaticMeshComponent* mISMeshComponent; | |
public: | |
UPROPERTY(EditAnywhere, Category = "Spawn Mesh") | |
UStaticMesh* MeshToSpawn; | |
UPROPERTY(EditAnywhere, Category = "Spawn Actor") | |
// TSubclassOf<AActor> ActorToSpawn; | |
AActor* ActorToSpawn; | |
}; |
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The
ActorToSpawn
property is the real thing I'm interested in. theMeshToSpawn
is more for me to test out other things.