More progress toward animation queue setting blueprint
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@@ -11,10 +11,8 @@ using IdArray = UlxTangibleManager::IdArray;
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UlxTangibleManager::UlxTangibleManager() {
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World = nullptr;
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ClassTangibleActor = LoadObject<UClass>(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C"));
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static ConstructorHelpers::FClassFinder<AActor> Asset(TEXT("/Game/Tangibles/TangibleStaticMesh"));
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// if(Asset.Succeeded())
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// ClassTangibleActor = Asset.Class;
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ClassTangibleStaticMesh = LoadObject<UClass>(nullptr, TEXT("/Game/Tangibles/TangibleStaticMesh.TangibleStaticMesh_C"));
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check(ClassTangibleStaticMesh != nullptr);
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}
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void UlxTangibleManager::Init(UWorld* world) {
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@@ -40,7 +38,7 @@ UlxTangible* UlxTangibleManager::MakeTangible(int64 id) {
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// TODO: fix this. The blueprint needs to be assigned
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// during animation queue parsing, based on the animation
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// queue keyword 'bp'.
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t->SetActorBlueprintClass(ClassTangibleActor);
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t->SetActorBlueprintClass(ClassTangibleStaticMesh);
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}
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return t;
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}
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@@ -23,13 +23,10 @@ public:
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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// A pointer to uclass TangibleActor. This is the class
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// of actors that we create (for now).
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// A pointer to uclass TangibleStaticMesh. This is the blueprint
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// we use when all else fails.
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UPROPERTY()
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TSubclassOf<AActor> ClassTangibleActor;
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// A pointer to the name-to-actor data table.
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UDataTable *NameToActorTable;
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TSubclassOf<AActor> ClassTangibleStaticMesh;
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// Given a tangible ID, look up the TangibleComponent of that actor.
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UPROPERTY()
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