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ASpawnSequence

#include <SpawnSequence.h>

Inherits from AActor

Public Functions

Name
ASpawnSequence()
bool Activate()
void ActivateDeactivate([[ESpawnSequenceActivateDeactivateAction]] Action)
void AddSpawner(ASpawner * Spawner)
void Deactivate()
void EmptySpawnerList()
void ForceSpawnController(AController * Controller)
void Initialize(FSpawnSequenceProperties Properties)
void PushSpawner(ASpawner * Spawner)
void RemoveSpawner(ASpawner * Spawner)
void SetSecondsBetweenWaves(float InSecondsBetweenWaves)
void SetSpawnerList(const TArray< ASpawner * > & SpawnerList)

Public Attributes

Name
int32 CurrentIndex
[[EFaction]] Faction
UCurveFloat * MaxPlayersPlayerCountBonus
FSequenceFinished OnSequenceFinished
TArray< ASpawner * > PushedSpawners
float SecondsBetweenWaves
UCurveFloat * SecondsBetweenWavesPlayerCountBonus
int32 SimultaneousWaves
FSpawnWaveParamOverrides SpawnWaveParams
TArray< ASpawner * > SpawnerQueue
TArray< ASpawner * > Spawners
bool bAlwaysKeepOneWaveActive
bool bFastFirstSpawn
bool bIsActive
bool bLoop
bool bOverrideWaveTimingToHalfOfSecondsBetweenWaves

Updated on 2025-01-21 at 09:02:23 +0100