FileName: FPTask_SpawnClass.h
FPTask_SpawnClass.h
EFPSpawnLocationType
UFPTask_SpawnClass
Reference
World
Parent Classes: [ UFlowPilotTask ]
UFlowPilotTask
Generic Spawn Class Task
// SpawnLifetime dictates when we Destroy this Actor, (or leave it alive forever)UPROPERTY(EditAnywhere, Category = "FlowPilot")EFPSpawnLifetime ActorSpawnLifetime = EFPSpawnLifetime::Persistent; // UClass to SpawnUPROPERTY(EditAnywhere, Category = "FlowPilot")TObjectPtr<UClass> SpawnClass; // Location Type determines World Position, or Relative to an actorUPROPERTY(EditAnywhere, Category = "FlowPilot")EFPSpawnLocationType LocationType = EFPSpawnLocationType::Reference; // Spawn Location ReferenceUPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="LocationType==EFPSpawnLocationType::Reference", EditConditionHides))FFlowActorReference SpawnLocationReference; // Spawn Offset added to SpawnLocationReferenceUPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="LocationType==EFPSpawnLocationType::Reference", EditConditionHides))FVector SpawnOffset = FVector::ZeroVector; // Spawn World LocationUPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="LocationType==EFPSpawnLocationType::World", EditConditionHides))FVector SpawnWorldLocation = FVector::ZeroVector; // Spawn World RotationUPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="LocationType==EFPSpawnLocationType::World", EditConditionHides))FRotator SpawnWorldRotation = FQuat::Identity.Rotator(); // GameplayTags to add Spawned ActorUPROPERTY(EditAnywhere, Category = "FlowPilot")FGameplayTagContainer TagsToAddActor; // Spawn Collision MethodUPROPERTY(EditAnywhere, Category = "FlowPilot")ESpawnActorCollisionHandlingMethod SpawnCollisionMethods = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;