Hi,
So in my header i have
UPROPERTY(EditAnywhere)
UObject* objectToSpawn;
which takes the blueprint
And this
UPROPERTY(EditAnywhere)
AActor* objectSpawnTarget;
to take the target position vector.
So now in my .cpp …
i am unsure how to make it spawn on targeted location… any ideas?
Just follow the documentation (and google it at least once…)
Here https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Actors/Spawning/
Good luck !
Best regards.
Hi ,
I now have this in my header
UPROPERTY(EditAnywhere, Category = "Our Spawning Object")
TSubclassOf<ASpawner> ourSpawnObject;
and this in my .cpp
//create spawn params
FActorSpawnParameters spawnParams;
//who did the spawn? THIS controller did it
spawnParams.Owner = this;
//instigator to default
spawnParams.Instigator = Instigator;
ASpawner* ourNewObject = GetWorld()->SpawnActor<ASpawner>(ourSpawnObject,objectLocation, FRotator::ZeroRotator, spawnParams);
Currently it is not spawning my blueprint… but i suspect im getting closer…
Its probably is because of the subclass i defined ASpawner
TSubclassOf ourSpawnObject;
The problem is how does it know what class type it should be ? and even if i got the class type, how do you actually pass it in < > ??
I don’t want to hardcode anything … as i actually want to allow the editor to be able to spawn any blue print actor i pass to it.
Hi All,
So finally… i may have found what i need.
I added this to my header
UPROPERTY(EditAnywhere, Category = "Our Spawning Object")
TSubclassOf<UObject> ourSpawnObject;
and used this in my .cpp
//create spawn params
FActorSpawnParameters spawnParams;
//who did the spawn? THIS controller did it
spawnParams.Owner = this;
//instigator to default
spawnParams.Instigator = Instigator;
UObject* ourNewObject = GetWorld()->SpawnActor<UObject>(ourSpawnObject,objectLocation, FRotator::ZeroRotator, spawnParams);
The whole time i wasn’t sure what to put in < > as all the code out there kept pointing me to pointing to a child object of the class , or the class itself. So just by luck i just tried UObject as i remembered Blueprints are UObjects somewhere.
Anyways , if you guys have an easier solution, or spot something i did horribly wrong please let me know!