FPTask_SpawnClass.h
File Info
FileName: FPTask_SpawnClass.h
- Enum List:
[
EFPSpawnLocationType
] - Class List:
[
UFPTask_SpawnClass
]
EFPSpawnLocationType
Value | Description |
---|---|
Reference | Provide a reference actor for the spawn position |
World | Provide World Coordinates for specific position |
UFPTask_SpawnClass
Parent Classes:
[ UFlowPilotTask
]
Generic Spawn Class Task
- Can spawn at a world position, or based on an actor
- Option to select Persistent Lifetime or FlowPilot lifetime
Properties
// 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;