// Fill out your copyright notice in the Description page of Project Settings. #include "TangibleManager.h" //using AActorPtr = AActor*; void FTangibleManager::Init(UWorld *world, UClass* tanact) { World = world; ClassTangibleActor = tanact; } //AActorPtr FTangibleManager::GetTangible(int64 id) { // AActorPtr *p = IdToActor.Find(id); // if (p == nullptr) { // return nullptr; // } else { // return *p; // } //} // //// Get the tangible if it exists, otherwise create it. //AActorPtr FTangibleManager::MakeTangible(int64 id) { // AActorPtr& p = IdToActor.FindOrAdd(id); // if (p == nullptr) { // FVector location; // FRotator rotation; // FActorSpawnParameters params; // p = w->SpawnActor(ClassTangibleActor, &location, &rotation, params); // assert(p != nullptr); // } // return p; //} // //// Delete the tangible. //void FTangibleManager::DeleteTangible(int64 id) { // // IMPLEMENT ME //}