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Generating tile grid

Hello, I am fairly new to Unreal Engine c++ programming and I am doing this to get started with something. I am trying to generate a tiled grid that will act like a game board similar to what you see in turn based Tactical RPG's like FF Tactics.

I have a "Tile" blueprint that inherits from StaticMeshActor which in turn inherits from AActor base class. What I am trying to do is generate the grid using this tile blueprint, instantiating them from code and storing them into a 2D array with their own properties.

Should I be using a custom c++ actor class to do this or is spawning the actor blueprint fine? For some reason the code I am using to spawn the tile actor is not working for me.

I am doing the following:


 UClass* tileBP;

GameMode.cpp - Constructor

     static ConstructorHelpers::FObjectFinder<UBlueprint> tileBrueprint(TEXT("Blueprint'/Game/Tile'"));
     if (tileBrueprint.Object) {
         tileBP = (UClass*)tileBrueprint.Object->GeneratedClass;

And then to instantiate the tile I am using this template I found made by Rama:

    template <typename VictoryObjType>
     static FORCEINLINE VictoryObjType* SpawnBP(
     UWorld*         TheWorld, 
     UClass*         TheBP,
     const FVector&  Loc,
     const FRotator& Rot,
     const bool      bNoCollisionFail = true,
     AActor*         Owner            = NULL,
     APawn*          Instigator       = NULL
 ) {
     if(!TheWorld) return NULL;
     if(!TheBP) return NULL;
     FActorSpawnParameters SpawnInfo;
     SpawnInfo.bNoCollisionFail   = bNoCollisionFail;
     SpawnInfo.Owner              = Owner;
     SpawnInfo.Instigator         = Instigator;
     SpawnInfo.bDeferConstruction = false;
     return TheWorld->SpawnActor<VictoryObjType>(TheBP, Loc, Rot, SpawnInfo);

and im calling it like this:


 void ATacticsRPGGameMode::BeginPlay()
     FVector SpawnLoc = FVector(0, 0, 0);
     FRotator SpawnRot = FRotator(0, 0, 0);
     AActor* NewActor = SpawnBP<AActor>(GetWorld(), tileBP, SpawnLoc, SpawnRot);

I would be very thankful if someone could point me out where my mistake is, and what I should be aiming to do. Thanks in advance.

Product Version: UE 4.10
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asked Mar 26 '16 at 06:36 PM in C++ Programming

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