Class Tangible can now recreate its Actor
This commit is contained in:
@@ -3,12 +3,10 @@
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#include "IntegrationGameModeBase.h"
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#include "lpx-drvutil.hpp"
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#include "DebugPrint.h"
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#include "TangibleComponent.h"
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#include "Tangible.h"
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#include "TangibleManager.h"
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#include "TangibleInterface.h"
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#include "CommonTypes.h"
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#include "AnimQueue.h"
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#include "IntegrationGameState.h"
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#include <string>
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#include <string_view>
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@@ -17,7 +15,7 @@ using namespace CommonTypes;
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AIntegrationGameModeBase::AIntegrationGameModeBase()
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{
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TangibleManager = NewObject<UTangibleManager>();
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TangibleManager = NewObject<UlxTangibleManager>();
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EngineSeconds = 0.0;
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NextThreadTrigger = 1.0;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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@@ -127,8 +125,9 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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FlxLockedWrapper w(LockableWrapper);
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int64 actor = w.GetActor();
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TangibleManager->SetPlayer(actor);
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TangibleManager->SetNear(w.GetNear(actor, 100, 100, 100));
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for (int64 id : TangibleManager->GetNear()) {
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IdView near = w.GetNear(actor, 100, 100, 100);
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TangibleManager->SetNear(near);
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for (int64 id : near) {
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TangibleManager->MakeTangible(id);
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}
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// Update animation queues of live tangibles.
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@@ -136,7 +135,7 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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StringViewVec aqueues = w.GetAnimationQueues(tanids);
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for (int i = 0; i < tanids.Num(); i++) {
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uint64_t tanid = tanids[i];
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UTangibleComponent *t = TangibleManager->GetTangible(tanid);
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UlxTangible *t = TangibleManager->GetTangible(tanid);
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t->AnimTracker.Update(aqueues[i]);
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TArray<uint64> aborted = t->AnimTracker.GetAborted();
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for (uint64 hash : aborted) {
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@@ -243,7 +242,7 @@ void AIntegrationGameModeBase::BeginPlay()
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}
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// Initialize the tangible manager.
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TangibleManager = NewObject<UTangibleManager>();
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TangibleManager = NewObject<UlxTangibleManager>();
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TangibleManager->Init(GetWorld(), ClassTangibleActor);
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}
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@@ -252,16 +251,3 @@ void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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ResetToInitialState();
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}
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namespace IntegrationGameState {
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UTangibleManager* GetTangibleManager(AActor *actor) {
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AGameModeBase* gmb = actor->GetWorld()->GetAuthGameMode();
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AIntegrationGameModeBase* igmb = Cast<AIntegrationGameModeBase>(gmb);
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if (igmb == nullptr) {
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return nullptr;
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} else {
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return igmb->TangibleManager;
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}
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}
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} // namespace IntegrationGameState
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@@ -57,7 +57,7 @@ public:
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virtual uint32 Run() override;
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UPROPERTY()
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UTangibleManager *TangibleManager;
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UlxTangibleManager *TangibleManager;
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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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@@ -1,7 +0,0 @@
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class UTangibleManager;
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namespace IntegrationGameState {
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UTangibleManager* GetTangibleManager(AActor *actor);
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}
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81
Source/Integration/Tangible.cpp
Normal file
81
Source/Integration/Tangible.cpp
Normal file
@@ -0,0 +1,81 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Tangible.h"
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#include "TangibleManager.h"
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UlxTangible::UlxTangible()
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{
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}
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void UlxTangible::Init(UlxTangibleManager* tm, int64 id)
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{
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Manager = tm;
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TangibleId = id;
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}
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bool UlxTangible::BlueprintIsTangible(TSubclassOf<AActor> bp) {
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if (bp == nullptr) return true;
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return bp->ImplementsInterface(UlxTangibleInterface::StaticClass());
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}
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void UlxTangible::SetActorBlueprintClass(TSubclassOf<AActor> bp) {
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// If we're already of the right class, do nothing.
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if (ActorBlueprint == bp) {
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return;
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}
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// Sanity check the blueprint. Nullptr is allowed.
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check(BlueprintIsTangible(bp));
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// If there's already an actor, delete it.
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if (CurrentActor != nullptr) {
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// Remove the tangible component. This is probably
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// unnecessary, but it makes it more likely that we'll
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// catch bugs early.
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UlxTangibleComponent* comp = CurrentActor->GetComponentByClass<UlxTangibleComponent>();
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if (comp != nullptr) {
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comp->DestroyComponent();
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}
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// Now destroy the actor itself. According to various
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// documents I've read online, it may be necessary to take
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// further steps to delete the object. Not clear.
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CurrentActor->Destroy();
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}
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// Update the blueprint reference.
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ActorBlueprint = bp;
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// Now create a new actor, unless the BP is nullptr.
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if (ActorBlueprint != nullptr) {
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// Create the actor.
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FActorSpawnParameters params;
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FVector location(0, 0, 0);
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FRotator rotation(0, 0, 0);
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UWorld* w = Manager->GetWorld();
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AActor* a = w->SpawnActor(ActorBlueprint, &location, &rotation, params);
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// Insert a TangibleComponent into the actor.
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UActorComponent* ac = a->AddComponentByClass(UlxTangibleComponent::StaticClass(), false, FTransform::Identity, false);
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UlxTangibleComponent* tc = Cast<UlxTangibleComponent>(ac);
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check(tc != nullptr);
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// Make the tangible point to the actor and vice versa.
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tc->Tangible = this;
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CurrentActor = a;
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}
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}
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FString UlxTangible::GetTangiblePlane(AActor* actor) {
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UlxTangibleComponent* comp = actor->GetComponentByClass<UlxTangibleComponent>();
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check(comp != nullptr);
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return comp->Tangible->Plane;
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}
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void UlxTangible::SetTangiblePlane(AActor* actor, const FString& plane) {
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UlxTangibleComponent* comp = actor->GetComponentByClass<UlxTangibleComponent>();
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check(comp != nullptr);
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comp->Tangible->Plane = plane;
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}
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139
Source/Integration/Tangible.h
Normal file
139
Source/Integration/Tangible.h
Normal file
@@ -0,0 +1,139 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "AnimQueue.h"
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#include "Tangible.generated.h"
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class UlxTangibleManager;
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// This class does not need to be modified.
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UINTERFACE(Blueprintable)
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class UlxTangibleInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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* IlxTangibleInterface
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*
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* This class implements the interface that an Actor must implement
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* in order for that Actor to be usable as a Tangible.
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*
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*/
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class INTEGRATION_API IlxTangibleInterface
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{
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GENERATED_BODY()
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool StartAnimation(ElxAnimationMode mode, const FlxAnimationStep& step);
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool AbortAnimation(int64 hash);
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};
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/**
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*
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* UlxTangible
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*
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* The Tangible stores all the data we need for a tangible,
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* such as the animation queue and so forth.
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*
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* From time to time, a tangible can change its blueprint class.
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* To do that, we have to delete and recreate the actor. This
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* is all set up so that it is possible to do that.
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*
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* The tangible has a place to store an Actor pointer. This
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* actor pointer is allowed to be nullptr, especially in the
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* case that the blueprint hasn't been set yet.
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*
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* This also serves as a repository for blueprint functions
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* that operate on tangible actors.
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*
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*/
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UCLASS()
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class INTEGRATION_API UlxTangible : public UObject
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{
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GENERATED_BODY()
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public:
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UlxTangible();
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// My Tangible Manager.
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UPROPERTY()
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TObjectPtr<UlxTangibleManager> Manager;
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// The tangible ID.
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UPROPERTY()
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uint64 TangibleId;
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UPROPERTY()
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TWeakObjectPtr<AActor> CurrentActor;
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// The blueprint class of the actor.
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UPROPERTY()
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TSubclassOf<AActor> ActorBlueprint;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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// Current Plane.
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FString Plane;
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// True if luprex thinks this object is Near the player.
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bool NearAccordingToLuprex;
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public:
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void Init(UlxTangibleManager *tm, int64 id);
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static bool BlueprintIsTangible(TSubclassOf<AActor> bp);
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void SetActorBlueprintClass(TSubclassOf<AActor> bp);
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AActor* GetActor() const { return CurrentActor.Get(); }
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public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
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static FString GetTangiblePlane(AActor* target);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
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static void SetTangiblePlane(AActor* target, const FString& plane);
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};
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/**
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*
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* UlxTangibleComponent
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*
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* The TangibleComponent holds a pointer to the Tangible.
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* This is the only purpose it serves: to make it possible to
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* have the Actor point to its corresponding Tangible.
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*
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* The TangibleComponent is procedurally inserted into the Actor.
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* The TangibleComponent is not visible to blueprints.
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*
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*/
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class INTEGRATION_API UlxTangibleComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UlxTangibleComponent() : Tangible(nullptr) {}
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// The actor that we're a part of.
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UPROPERTY()
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TWeakObjectPtr<UlxTangible> Tangible;
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};
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@@ -1,29 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TangibleComponent.h"
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#include "TangibleManager.h"
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UTangibleComponent::UTangibleComponent()
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{
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}
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void UTangibleComponent::Init(UTangibleManager* tm, AActor* a, int64 id)
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{
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TangibleManager = tm;
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OwningActor = a;
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TangibleId = id;
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}
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FString UTangibleComponent::GetTangiblePlane(AActor* actor) {
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UTangibleComponent* comp = actor->GetComponentByClass<UTangibleComponent>();
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check(comp != nullptr);
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return comp->Plane;
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}
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void UTangibleComponent::SetTangiblePlane(AActor* actor, const FString& plane) {
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UTangibleComponent* comp = actor->GetComponentByClass<UTangibleComponent>();
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check(comp != nullptr);
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comp->Plane = plane;
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}
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@@ -1,64 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "AnimQueue.h"
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#include "TangibleComponent.generated.h"
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/*
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* TangibleComponent
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*
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* The TangibleManager procedurally injects a TangibleComponent
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* into the actor. This gives us a place to store tangible-specific
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* actor properties, such as the tangible Id, the animation queue,
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* and so forth.
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*
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* To cooperate the with the garbage collector, don't store pointers
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* to TangibleComponents in data structures. Instead, store a pointer
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* to the actor and then use GetComponentByClass to retrieve the
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* TangibleComponent on demand.
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*
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*/
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class UTangibleManager;
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class INTEGRATION_API UTangibleComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UTangibleComponent();
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// The tangible ID.
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UPROPERTY()
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uint64 TangibleId;
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// The actor that we're a part of.
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UPROPERTY()
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TWeakObjectPtr<AActor> OwningActor;
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// Our tangible Manager.
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UPROPERTY()
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TWeakObjectPtr<UTangibleManager> TangibleManager;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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// Current Plane.
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FString Plane;
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public:
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void Init(UTangibleManager* tm, AActor* a, int64 id);
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AActor* GetActor() const { return OwningActor.Get(); }
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public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
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static FString GetTangiblePlane(AActor* target);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
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static void SetTangiblePlane(AActor* target, const FString& plane);
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};
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@@ -1,6 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TangibleInterface.h"
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// Add default functionality here for any IlxTangibleInterface functions that are not pure virtual.
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@@ -1,33 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "AnimQueue.h"
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#include "TangibleInterface.generated.h"
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// This class does not need to be modified.
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UINTERFACE(Blueprintable)
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class UlxTangibleInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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*/
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class INTEGRATION_API IlxTangibleInterface
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{
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GENERATED_BODY()
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool StartAnimation(ElxAnimationMode mode, const FlxAnimationStep& step);
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool AbortAnimation(int64 hash);
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};
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@@ -2,73 +2,60 @@
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#include "TangibleManager.h"
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#include "TangibleInterface.h"
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#include "IntegrationGameState.h"
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#include "TangibleComponent.h"
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#include "Tangible.h"
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#include "DebugPrint.h"
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using namespace DebugPrint;
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UTangibleManager::UTangibleManager() {
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UlxTangibleManager::UlxTangibleManager() {
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World = nullptr;
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ClassTangibleActor = nullptr;
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Player = 0;
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Near = IdView();
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}
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void UTangibleManager::Init(UWorld *world, UClass* tanact) {
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void UlxTangibleManager::Init(UWorld* world, UClass* tanact) {
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World = world;
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ClassTangibleActor = tanact;
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Player = 0;
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Near = IdView();
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}
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UTangibleComponent *UTangibleManager::GetTangible(int64 id) {
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AActor **p = IdToActor.Find(id);
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UlxTangible* UlxTangibleManager::GetTangible(int64 id) {
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UlxTangible** p = IdToTangible.Find(id);
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if (p == nullptr) {
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return nullptr;
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} else {
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AActor* a = *p;
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UTangibleComponent* comp = a->FindComponentByClass<UTangibleComponent>();
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check(comp != nullptr);
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return comp;
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}
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else {
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return *p;
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}
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}
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UTangibleComponent *UTangibleManager::MakeTangible(int64 id) {
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AActor *& p = IdToActor.FindOrAdd(id);
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if (p == nullptr) {
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FActorSpawnParameters params;
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FVector location(0, 0, 0);
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FRotator rotation(0, 0, 0);
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UWorld* w = GetWorld();
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AActor* a = w->SpawnActor(ClassTangibleActor, &location, &rotation, params);
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check(a != nullptr);
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check(a->GetClass()->ImplementsInterface(UlxTangibleInterface::StaticClass()));
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// Insert a TangibleComponent into the actor.
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UActorComponent* ac = a->AddComponentByClass(UTangibleComponent::StaticClass(), false, FTransform::Identity, false);
|
||||
UTangibleComponent* tc = Cast<UTangibleComponent>(ac);
|
||||
check(tc != nullptr);
|
||||
tc->Init(this, a, id);
|
||||
p = a;
|
||||
return tc;
|
||||
} else {
|
||||
UTangibleComponent* comp = p->FindComponentByClass<UTangibleComponent>();
|
||||
check(comp != nullptr);
|
||||
return comp;
|
||||
UlxTangible* UlxTangibleManager::MakeTangible(int64 id) {
|
||||
UlxTangible*& t = IdToTangible.FindOrAdd(id);
|
||||
if (t == nullptr) {
|
||||
t = NewObject<UlxTangible>();
|
||||
t->Init(this, id);
|
||||
|
||||
// TODO: fix this. The blueprint needs to be assigned
|
||||
// during animation queue parsing, based on the animation
|
||||
// queue keyword 'bp'.
|
||||
t->SetActorBlueprintClass(ClassTangibleActor);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
void UTangibleManager::DeleteTangible(int64 id) {
|
||||
void UlxTangibleManager::DeleteTangible(int64 id) {
|
||||
// IMPLEMENT ME
|
||||
}
|
||||
|
||||
UTangibleManager::IdArray UTangibleManager::GetLive() {
|
||||
UlxTangibleManager::IdArray UlxTangibleManager::GetLive() {
|
||||
IdArray result;
|
||||
result.SetNum(IdToActor.Num());
|
||||
result.SetNum(IdToTangible.Num());
|
||||
int next = 0;
|
||||
for (auto &pair : IdToActor) {
|
||||
for (auto& pair : IdToTangible) {
|
||||
result[next++] = pair.Key;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -5,11 +5,11 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "CommonTypes.h"
|
||||
#include "TangibleComponent.h"
|
||||
#include "Tangible.h"
|
||||
#include "TangibleManager.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class INTEGRATION_API UTangibleManager : public UObject
|
||||
class INTEGRATION_API UlxTangibleManager : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -27,9 +27,9 @@ public:
|
||||
UPROPERTY()
|
||||
TSubclassOf<AActor> ClassTangibleActor;
|
||||
|
||||
// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
|
||||
// Given a tangible ID, look up the TangibleComponent of that actor.
|
||||
UPROPERTY()
|
||||
TMap<int64, AActor*> IdToActor;
|
||||
TMap<int64, UlxTangible*> IdToTangible;
|
||||
|
||||
// Player's tangible Id.
|
||||
int64 Player;
|
||||
@@ -38,7 +38,7 @@ public:
|
||||
IdView Near;
|
||||
|
||||
public:
|
||||
UTangibleManager();
|
||||
UlxTangibleManager();
|
||||
|
||||
// Initialize the tangible manager.
|
||||
//
|
||||
@@ -49,10 +49,10 @@ public:
|
||||
UWorld* GetWorld() const override { return World.Get(); }
|
||||
|
||||
// Get the tangible if it exists, otherwise return NULL
|
||||
UTangibleComponent* GetTangible(int64 id);
|
||||
UlxTangible* GetTangible(int64 id);
|
||||
|
||||
// Get the tangible if it exists, otherwise create it.
|
||||
UTangibleComponent* MakeTangible(int64 id);
|
||||
UlxTangible* MakeTangible(int64 id);
|
||||
|
||||
// Delete the tangible.
|
||||
void DeleteTangible(int64 id);
|
||||
|
||||
Reference in New Issue
Block a user