From 0b5e4e60e5f3bb36fc7d152d589c8859fa66d440 Mon Sep 17 00:00:00 2001 From: jyelon Date: Tue, 23 Jan 2024 15:42:35 -0500 Subject: [PATCH] More progress toward animation queue setting blueprint --- Source/Integration/TangibleManager.cpp | 8 +++----- Source/Integration/TangibleManager.h | 9 +++------ 2 files changed, 6 insertions(+), 11 deletions(-) diff --git a/Source/Integration/TangibleManager.cpp b/Source/Integration/TangibleManager.cpp index 48a2b7fc..30e0661e 100644 --- a/Source/Integration/TangibleManager.cpp +++ b/Source/Integration/TangibleManager.cpp @@ -11,10 +11,8 @@ using IdArray = UlxTangibleManager::IdArray; UlxTangibleManager::UlxTangibleManager() { World = nullptr; - ClassTangibleActor = LoadObject(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C")); - static ConstructorHelpers::FClassFinder Asset(TEXT("/Game/Tangibles/TangibleStaticMesh")); - // if(Asset.Succeeded()) - // ClassTangibleActor = Asset.Class; + ClassTangibleStaticMesh = LoadObject(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C")); + check(ClassTangibleStaticMesh != nullptr); } void UlxTangibleManager::Init(UWorld* world) { @@ -40,7 +38,7 @@ UlxTangible* UlxTangibleManager::MakeTangible(int64 id) { // TODO: fix this. The blueprint needs to be assigned // during animation queue parsing, based on the animation // queue keyword 'bp'. - t->SetActorBlueprintClass(ClassTangibleActor); + t->SetActorBlueprintClass(ClassTangibleStaticMesh); } return t; } diff --git a/Source/Integration/TangibleManager.h b/Source/Integration/TangibleManager.h index 0f1e3430..98bc04a7 100644 --- a/Source/Integration/TangibleManager.h +++ b/Source/Integration/TangibleManager.h @@ -23,13 +23,10 @@ public: UPROPERTY() TWeakObjectPtr World; - // A pointer to uclass TangibleActor. This is the class - // of actors that we create (for now). + // A pointer to uclass TangibleStaticMesh. This is the blueprint + // we use when all else fails. UPROPERTY() - TSubclassOf ClassTangibleActor; - - // A pointer to the name-to-actor data table. - UDataTable *NameToActorTable; + TSubclassOf ClassTangibleStaticMesh; // Given a tangible ID, look up the TangibleComponent of that actor. UPROPERTY()