Overhauling asset loading
This commit is contained in:
@@ -7,93 +7,9 @@
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#include "Components/Widget.h"
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#include "WidgetBlueprint.h"
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#include "Blueprint/UserWidget.h"
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#include "Animation/AnimSequence.h"
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#include "Engine/StaticMesh.h"
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void UlxAssetLookup::RebuildIndex()
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{
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CachedTangibles.Empty();
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CachedStaticMeshes.Empty();
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IAssetRegistry::GetChecked().WaitForCompletion();
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ScanTangibles();
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ScanStaticMeshes();
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ScanWidgets();
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}
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void UlxAssetLookup::ScanTangibles()
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{
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TArray<FAssetData> FoundData;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/Tangibles")));
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AssetFilter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/Tangibles"), FoundData.Num());
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for (const FAssetData &Data : FoundData)
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{
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FString Path = Data.GetObjectPathString() + TEXT("_C");
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CachedTangibles.Add(Data.AssetName, Path);
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}
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}
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void UlxAssetLookup::ScanStaticMeshes()
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{
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TArray<FAssetData> FoundData;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/StaticMeshes")));
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AssetFilter.ClassPaths.Add(UStaticMesh::StaticClass()->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/StaticMeshes"), FoundData.Num());
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for (const FAssetData &Data : FoundData)
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{
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FString Path = Data.GetObjectPathString();
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CachedStaticMeshes.Add(Data.AssetName, Path);
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}
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}
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void UlxAssetLookup::ScanWidgets()
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{
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TArray<FAssetData> FoundData;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/Widgets")));
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AssetFilter.ClassPaths.Add(UWidgetBlueprint::StaticClass()->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/Widgets"), FoundData.Num());
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for (const FAssetData &Data : FoundData)
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{
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FString Path = Data.GetObjectPathString() + TEXT("_C");
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CachedWidgets.Add(Data.AssetName, Path);
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}
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}
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FString UlxAssetLookup::TangibleLoadPath(const FName &AssetName) const
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{
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const FString *Result = CachedTangibles.Find(AssetName);
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if (Result == nullptr) return TEXT("");
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return *Result;
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}
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FString UlxAssetLookup::StaticMeshLoadPath(const FName &AssetName) const
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{
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const FString *Result = CachedStaticMeshes.Find(AssetName);
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if (Result == nullptr) return TEXT("");
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return *Result;
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}
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FString UlxAssetLookup::WidgetLoadPath(const FName &AssetName) const
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{
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const FString *Result = CachedWidgets.Find(AssetName);
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if (Result == nullptr) return TEXT("");
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return *Result;
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}
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void UlxAssetLookup::LogMaybeError(bool Error, const TCHAR *Message, const TCHAR *Path)
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{
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if (Error)
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@@ -106,94 +22,154 @@ void UlxAssetLookup::LogMaybeError(bool Error, const TCHAR *Message, const TCHAR
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}
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}
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UStaticMesh *UlxAssetLookup::LoadStaticMeshAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->StaticMeshLoadPath(FName(FString("SM_") + Name));
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Static mesh not on search path"), *Name);
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return nullptr;
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}
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UStaticMesh *Result = LoadObject<UStaticMesh>(nullptr, *Path);
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load static mesh"), *Path);
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return nullptr;
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}
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return Result;
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const ElxValidOrNotValid NotValid = ElxValidOrNotValid::NotValid;
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const ElxValidOrNotValid Valid = ElxValidOrNotValid::Valid;
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void UlxAssetLookup::RebuildIndex()
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{
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IAssetRegistry::GetChecked().WaitForCompletion();
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AssetPaths.Empty();
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AddAssets(TEXT("/Game/StaticMeshes"), UStaticMesh::StaticClass(), TEXT("SM_"));
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AddAssets(TEXT("/Game/AnimSequences"), UAnimSequence::StaticClass(), TEXT("SEQ_"));
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AddAssets(TEXT("/Game/Tangibles"), UBlueprint::StaticClass(), TEXT("TAN_"));
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AddAssets(TEXT("/Game/Widgets"), UWidgetBlueprint::StaticClass(), TEXT("WB_"));
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}
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TSubclassOf<AActor> UlxAssetLookup::LoadTangibleBlueprintAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->TangibleLoadPath(FName(FString("TAN_") + Name));
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void UlxAssetLookup::AddAssets(const TCHAR *Path, const UClass *Class, const TCHAR *NamePrefix)
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{
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TArray<FAssetData> FoundData;
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TMap<FName, FString> Result;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(Path));
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AssetFilter.ClassPaths.Add(Class->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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FString FSNamePrefix(NamePrefix);
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for (const FAssetData &Data : FoundData)
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{
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FString AssetName = Data.AssetName.ToString();
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if (AssetName.StartsWith(FSNamePrefix))
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{
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FName ShortName(AssetName.RightChop(FSNamePrefix.Len()));
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AssetPaths.Add(MakeTuple(Class->GetName(), ShortName), Data.GetObjectPathString());
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}
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}
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets of type %s in %s"),
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FoundData.Num(), *Class->GetName(), Path);
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}
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FString UlxAssetLookup::GetAssetPath(const UObject *Context, const UClass *Class, const FString &Name)
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{
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const UlxAssetLookup *Lookup = ALuprexGameModeBase::FromContext(Context)->GetAssetLookup();
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const FString *Path = Lookup->AssetPaths.Find(MakeTuple(Class->GetName(), FName(Name)));
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if (Path == nullptr)
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{
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return FString();
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}
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return *Path;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadStaticMeshAsset(
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UStaticMesh *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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Result = nullptr;
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FString Path = GetAssetPath(Context, UStaticMesh::StaticClass(), Name);
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Tangible not on search path"), *Name);
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return nullptr;
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LogMaybeError(ErrorIfNotFound, TEXT("Static Mesh not found"), *Name);
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Result = nullptr; return NotValid;
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}
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UClass *Result = LoadObject<UClass>(nullptr, *Path);
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Result = LoadObject<UStaticMesh>(nullptr, *Path);
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load tangible class"), *Path);
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return nullptr;
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load Static Mesh"), *Path);
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Result = nullptr; return NotValid;
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}
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if (!Result->IsChildOf(AActor::StaticClass()))
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return Valid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadAnimSequenceAsset(
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UAnimSequence *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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Result = nullptr;
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FString Path = GetAssetPath(Context, UAnimSequence::StaticClass(), Name);
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Tangible class is not an actor"), *Path);
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return nullptr;
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LogMaybeError(ErrorIfNotFound, TEXT("Anim Sequence not found"), *Name);
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Result = nullptr; return NotValid;
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}
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Result = LoadObject<UAnimSequence>(nullptr, *Path);
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load Anim Sequence"), *Path);
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Result = nullptr; return NotValid;
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}
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return Valid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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FString Path = GetAssetPath(Context, UBlueprint::StaticClass(), Name);
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Tangible not found"), *Name);
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Result = nullptr; return NotValid;
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}
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Result = LoadClass<AActor>(nullptr, *UnderscoreC(Path));
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Tangible load failed, not an actor blueprint"), *Path);
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Result = nullptr; return NotValid;
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}
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UFunction *aqchanged = Result->FindFunctionByName(FName(TEXT("Animation Queue Changed")));
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if ((aqchanged == nullptr)||(aqchanged->ParmsSize != 0))
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Tangible does not have 'Animation Queue Changed' function"), *Path);
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return nullptr;
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Result = nullptr; return NotValid;
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}
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return Result;
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return Valid;
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}
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TSubclassOf<UUserWidget> UlxAssetLookup::LoadUserWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->WidgetLoadPath(FName(FString("WB_") + Name));
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ElxValidOrNotValid UlxAssetLookup::LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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Result = nullptr;
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FString Path = GetAssetPath(Context, UWidgetBlueprint::StaticClass(), Name);
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Widget not Found"), *Name);
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Result = nullptr; return NotValid;
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}
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Result = LoadClass<UUserWidget>(nullptr, *UnderscoreC(Path));
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget, not a UUserWidget"), *Path);
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Result = nullptr; return NotValid;
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}
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return Valid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
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{
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Result = nullptr;
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FString Path = GetAssetPath(Context, UWidgetBlueprint::StaticClass(), Name);
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Widget not on search path"), *Name);
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return nullptr;
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Result = nullptr; return NotValid;
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}
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UClass *Result = LoadObject<UClass>(nullptr, *Path);
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Result = LoadClass<UlxLuaWidget>(nullptr, *UnderscoreC(Path));
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget blueprint"), *Path);
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return nullptr;
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget, not a UlxLuaWidget"), *Path);
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Result = nullptr; return NotValid;
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}
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if (!Result->IsChildOf(UUserWidget::StaticClass()))
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Blueprint does not derive from UUserWidget"), *Path);
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return nullptr;
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}
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return Result;
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}
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TSubclassOf<UlxLuaWidget> UlxAssetLookup::LoadLuaWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->WidgetLoadPath(FName(FString("WB_") + Name));
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if (Path.IsEmpty())
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Widget not on search path"), *Name);
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return nullptr;
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}
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UClass *Result = LoadObject<UClass>(nullptr, *Path);
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if (Result == nullptr)
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget blueprint"), *Path);
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return nullptr;
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}
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if (!Result->IsChildOf(UlxLuaWidget::StaticClass()))
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{
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LogMaybeError(ErrorIfNotFound, TEXT("Blueprint does not derive from UlxLuaWidget"), *Path);
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return nullptr;
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}
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return Result;
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return Valid;
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}
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@@ -4,12 +4,14 @@
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "CommonTypes.h"
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#include "Templates/Tuple.h"
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#include "AssetLookup.generated.h"
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class AActor;
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class UUserWidget;
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class UlxLookAtWidget;
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class UStaticMesh;
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class UAnimSequence;
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UCLASS(MinimalAPI)
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class UlxAssetLookup : public UObject
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@@ -17,50 +19,56 @@ class UlxAssetLookup : public UObject
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GENERATED_BODY()
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private:
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// Map from asset name to full loadable path.
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UPROPERTY()
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TMap<FName, FString> CachedTangibles;
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// Map from asset name to to full loadable path.
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UPROPERTY()
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TMap<FName, FString> CachedStaticMeshes;
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// Map from asset name to full loadable path.
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UPROPERTY()
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TMap<FName, FString> CachedWidgets;
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//
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// At initialization time, we scan the asset directories
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// to see what assets are present. These maps store the
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// result of the scan. Each entry in the map contains a
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// classname, a short name, and a path:
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//
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// <UAnimSequence, Jump> -> "/Game/AnimSequences/SEQ_Jump"
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//
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TMap<TTuple<FString, FName>, FString> AssetPaths;
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private:
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void ScanTangibles();
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void ScanStaticMeshes();
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void ScanWidgets();
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static void LogMaybeError(bool ErrorIfNotFound, const TCHAR *Format, const TCHAR *Data);
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void AddAssets(const TCHAR *Path, const UClass *Class, const TCHAR *NamePrefix);
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static FString GetAssetPath(const UObject *Context, const UClass *Class, const FString &Name);
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static void LogMaybeError(bool Error, const TCHAR *Message, const TCHAR *Path);
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static FString UnderscoreC(const FString &Name) { return Name + FString(TEXT("_C")); }
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public:
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void RebuildIndex();
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// Get the full LoadObject path of a Tangible.
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FString TangibleLoadPath(const FName &AssetName) const;
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// Get the full LoadObject path of a Static Mesh.
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FString StaticMeshLoadPath(const FName &AssetName) const;
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// Get the full LoadObject path of a Widget Blueprint.
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FString WidgetLoadPath(const FName &AssetName) const;
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// Get a static mesh by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static UStaticMesh *LoadStaticMeshAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadStaticMeshAsset(
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UStaticMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get an animation sequence by name.
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadAnimSequenceAsset(
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UAnimSequence *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a tangible class by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<AActor> LoadTangibleBlueprintAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a widget blueprint by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<UUserWidget> LoadUserWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a look-at widget blueprint by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<UlxLuaWidget> LoadLuaWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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};
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@@ -59,11 +59,12 @@ void UlxTangible::SetActorBlueprint(const FString &XName) {
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return;
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}
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UClass *blueprint = UlxAssetLookup::LoadTangibleBlueprintAsset(this, Name);
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if (blueprint == nullptr)
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TSubclassOf<AActor> Blueprint;
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UlxAssetLookup::LoadTangibleBlueprintAsset(Blueprint, this, Name);
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if (Blueprint == nullptr)
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{
|
||||
blueprint = UlxAssetLookup::LoadTangibleBlueprintAsset(this, DEFAULT_BLUEPRINT);
|
||||
check(blueprint != nullptr);
|
||||
UlxAssetLookup::LoadTangibleBlueprintAsset(Blueprint, this, DEFAULT_BLUEPRINT);
|
||||
check(Blueprint != nullptr);
|
||||
}
|
||||
|
||||
// Update the blueprint name
|
||||
@@ -109,7 +110,7 @@ void UlxTangible::SetActorBlueprint(const FString &XName) {
|
||||
};
|
||||
|
||||
UE_LOG(LogLuprexIntegration, Display, TEXT("Creating Actor: %s"), *params.Name.ToString());
|
||||
AActor* a = w->SpawnActor(blueprint, &transform, params);
|
||||
AActor* a = w->SpawnActor(Blueprint, &transform, params);
|
||||
check(a != nullptr);
|
||||
CurrentActor = a;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user