diff --git a/Source/Integration/LockedWrapper.h b/Source/Integration/LockedWrapper.h index 69e24970..ec227432 100644 --- a/Source/Integration/LockedWrapper.h +++ b/Source/Integration/LockedWrapper.h @@ -40,9 +40,9 @@ private: FCriticalSection Mutex; EngineWrapper Wrapper; - // The Lua Call Assembly Buffer. Used to build up - // a call across multiple UFUNCTION invocations. - // Only accessed from the game thread. + // The Lua Call Assembly Buffer. Used to build up a call + // across multiple UFUNCTION invocations. This is not protected + // by the mutex, so it should only be used by the game thread. // FlxStreamBuffer LuaCallBuffer; diff --git a/Source/Integration/LuaCall.h b/Source/Integration/LuaCall.h index f5127f55..01b7a852 100644 --- a/Source/Integration/LuaCall.h +++ b/Source/Integration/LuaCall.h @@ -18,7 +18,7 @@ #include "EdGraph/EdGraphPin.h" #include #include - +#include "Kismet/BlueprintFunctionLibrary.h" #include "LuaCall.generated.h" class UlxLuaValues; @@ -116,7 +116,7 @@ public: //////////////////////////////////////////////////////////// UCLASS() -class INTEGRATION_API UlxLuaCallLibrary : public UObject +class INTEGRATION_API UlxLuaCallLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() diff --git a/Source/Integration/LuprexGameModeBase.cpp b/Source/Integration/LuprexGameModeBase.cpp index d606bc45..e6f0d82c 100644 --- a/Source/Integration/LuprexGameModeBase.cpp +++ b/Source/Integration/LuprexGameModeBase.cpp @@ -62,7 +62,6 @@ void ALuprexGameModeBase::ResetToInitialState() // Reset the clocks. EngineSeconds = 0.0; - NextRotateCube = 1.0; } void ALuprexGameModeBase::UpdateConsoleOutput() { diff --git a/Source/Integration/LuprexGameModeBase.h b/Source/Integration/LuprexGameModeBase.h index cefeb808..37976d57 100644 --- a/Source/Integration/LuprexGameModeBase.h +++ b/Source/Integration/LuprexGameModeBase.h @@ -119,9 +119,6 @@ public: // Amount of elapsed time since BeginPlay. float EngineSeconds = 0.0f; - // When do we next rotate the cube. - float NextRotateCube = 1.0f; - // This allows us to post-tick. FDelegateHandle OnWorldPostActorTickHandle;