ActorClass
: TSubclassOf< AActor > |
Reference the specific actor class for spawning.
Signature
TSubclassOf<AActor> FMRUKRandomSpawnSettings::ActorClass |
ActorInstance
: AActor * |
When an actor instance is referenced 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 |
Labels
: FMRUKLabelFilter |
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 |