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() { UlxTangibleManager::UlxTangibleManager() {
World = nullptr; World = nullptr;
ClassTangibleActor = LoadObject<UClass>(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C")); ClassTangibleStaticMesh = LoadObject<UClass>(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C"));
static ConstructorHelpers::FClassFinder<AActor> Asset(TEXT("/Game/Tangibles/TangibleStaticMesh")); check(ClassTangibleStaticMesh != nullptr);
// if(Asset.Succeeded())
// ClassTangibleActor = Asset.Class;
} }
void UlxTangibleManager::Init(UWorld* world) { void UlxTangibleManager::Init(UWorld* world) {
@@ -40,7 +38,7 @@ UlxTangible* UlxTangibleManager::MakeTangible(int64 id) {
// TODO: fix this. The blueprint needs to be assigned // TODO: fix this. The blueprint needs to be assigned
// during animation queue parsing, based on the animation // during animation queue parsing, based on the animation
// queue keyword 'bp'. // queue keyword 'bp'.
t->SetActorBlueprintClass(ClassTangibleActor); t->SetActorBlueprintClass(ClassTangibleStaticMesh);
} }
return t; return t;
} }

View File

@@ -23,13 +23,10 @@ public:
UPROPERTY() UPROPERTY()
TWeakObjectPtr<UWorld> World; TWeakObjectPtr<UWorld> World;
// A pointer to uclass TangibleActor. This is the class // A pointer to uclass TangibleStaticMesh. This is the blueprint
// of actors that we create (for now). // we use when all else fails.
UPROPERTY() UPROPERTY()
TSubclassOf<AActor> ClassTangibleActor; TSubclassOf<AActor> ClassTangibleStaticMesh;
// A pointer to the name-to-actor data table.
UDataTable *NameToActorTable;
// Given a tangible ID, look up the TangibleComponent of that actor. // Given a tangible ID, look up the TangibleComponent of that actor.
UPROPERTY() UPROPERTY()