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FMRUKRandomSpawnSettings Struct

Fields

ActorClass : TSubclassOf< AActor >
Reference the specific actor class for spawning.
Signature
TSubclassOf<AActor> FMRUKRandomSpawnSettings::ActorClass
ActorInstance : AActor *
When an actor instance is reference here, this actor will be moved around. If you'd need to spawn new actors, use ActorClass.
Signature
AActor* FMRUKRandomSpawnSettings::ActorInstance
CheckOverlaps : bool
If enabled then the spawn position will be checked to make sure there is no overlap with physics colliders including themselves.
Signature
bool FMRUKRandomSpawnSettings::CheckOverlaps
CollisionChannel : TEnumAsByte< ECollisionChannel >
The CollisionChannel to use.
Signature
TEnumAsByte<ECollisionChannel> FMRUKRandomSpawnSettings::CollisionChannel
The labels to include or exclude.
Signature
FMRUKLabelFilter FMRUKRandomSpawnSettings::Labels
MaxIterations : int
Maximum number of times to attempt spawning/moving an object before giving up.
Signature
int FMRUKRandomSpawnSettings::MaxIterations
OverrideBounds : float
Required free space for the object.
Signature
float FMRUKRandomSpawnSettings::OverrideBounds
RoomFilter : EMRUKRoomFilter
When the scene data is loaded, this controls what room(s) the position generator will be used in.
Signature
EMRUKRoomFilter FMRUKRandomSpawnSettings::RoomFilter
SpawnAmount : int
How many instances to spawn at the random generated position per room. Note: If using an ActorInstance this property is ignored
Signature
int FMRUKRandomSpawnSettings::SpawnAmount
SpawnLocations : EMRUKSpawnLocation
The type of surface by which to limit the generation.
Signature
EMRUKSpawnLocation FMRUKRandomSpawnSettings::SpawnLocations
SurfaceClearanceDistance : float
The clearance distance required in front of the surface in order for it to be considered a valid spawn position.
Signature
float FMRUKRandomSpawnSettings::SurfaceClearanceDistance