More progress toward animation queue setting blueprint

This commit is contained in:
2024-01-23 15:42:35 -05:00
parent fa045af87f
commit 0b5e4e60e5
2 changed files with 6 additions and 11 deletions

View File

@@ -11,10 +11,8 @@ using IdArray = UlxTangibleManager::IdArray;
UlxTangibleManager::UlxTangibleManager() {
World = nullptr;
ClassTangibleActor = LoadObject<UClass>(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C"));
static ConstructorHelpers::FClassFinder<AActor> Asset(TEXT("/Game/Tangibles/TangibleStaticMesh"));
// if(Asset.Succeeded())
// ClassTangibleActor = Asset.Class;
ClassTangibleStaticMesh = LoadObject<UClass>(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;
}

View File

@@ -23,13 +23,10 @@ public:
UPROPERTY()
TWeakObjectPtr<UWorld> 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<AActor> ClassTangibleActor;
// A pointer to the name-to-actor data table.
UDataTable *NameToActorTable;
TSubclassOf<AActor> ClassTangibleStaticMesh;
// Given a tangible ID, look up the TangibleComponent of that actor.
UPROPERTY()