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ASpawner

#include <Spawner.h>

Inherits from AActor

Inherited by AGroupSpawner, ASeatSpawner, ASimpleSpawner

Public Functions

Name
ASpawner()
void Cinematics_BecameNextSpawner(ATBLPlayerController * Controller)
void Cinematics_ControllerPossessedPawn(ATBLPlayerController * Controller, ATBLCharacter * Pawn)
void Cinematics_StartAllowingControl(ATBLCharacter * Character)
void ConditionalStopSpawning()
void GenerateSpawnComponents()
int32 GetMaxPlayerCount() const
int32 GetMinPlayerCount() const
int32 GetRemainingReservations() const
USceneComponent * GetSpawnLocationAndComponent(int32 Index, FTransform & OutTransform, float & SpawnRadius, float & SpawnHalfHeight) const
ASpawnWave * GetSpawnWave()
TArray< ATBLCharacter * > GetSpawnedCharacters()
float GetSpawnerScoreForAllPlayers() const
float GetSpawnerScoreForFaction([[EFaction]] Faction) const
int32 GetTotalReservations() const
void HandleOnCustomizationJobsEmptied()
bool IsChildSpawner() const
bool IsPendingLock() const
int32 IsThereAPlayerTooClose([[EFaction]] Faction, int32 LocationIndex, bool bIsSpawningIn) const
bool IsWaveLocked() const
void LockingWaveDestroyed(AActor * DestroyedSpawnWave)
void OnPossessedCharacter(ATBLCharacter * Character, AController * Controller)
void OnSpawnedCharacter(ATBLCharacter * NewCharacter, USceneComponent * SpawnComp)
void OnSpawningCharacter(const FTransform & SpawningTransform)
void OverrideNextSpawnWaveSpecialSpawnSpec(TSubclassOf< USpecialSpawnSpec > NewSpecialSpawnSpec)
void RequestSpawnQueueSlot()
void SetupComponentsArray()
ATBLCharacter * SpawnCharacter(const FTransform & SpawnTransform, TSubclassOf< ATBLCharacter > Class, AController * Controller)
AForcedRespawnSpawnWave * StartForcedSpawning(AController * SpawnController, const FSpawnWaveParamOverrides & InSpawnWaveParams)
AForwardSpawnWave * StartForwardSpawning(const TArray< APawn * > & PawnsAllowedToSpawn, const FSpawnWaveParamOverrides & InSpawnWaveParams)
ASpawnWave * StartSpawning([[EFaction]] Faction, const FSpawnWaveParamOverrides & InSpawnWaveParams)

Protected Functions

Name
void HandleAddedReservation(const FSpawnerSpawnReservation & Reservation)
bool IsValidSpawnLocation(const FTransform & OutTransform, TSubclassOf< APawn > PawnClass) const
void RequestSpawnerScoreUpdate()

Public Attributes

Name
float CameraInterpTime
float ColumnSpacing
int32 Columns
float LastSpawnTime
float MinimumPlayerDistance
float MinimumVulnerabilityTime
int32 NextReservationToSpawn
FPossessedCharacter OnSpawnerPossessedCharacter
FSpawnerSpawnedCharacter OnSpawnerSpawnedCharacter
FSpawningEnded OnSpawningEnded
FSpawningStarted OnSpawningStarted
TArray< ATBLCharacter * > PendingPossessCharacters
float PostSpawnPossesionTime
float RowOffsetPercent
float RowSpacing
int32 Rows
float SnapToGroundDistance
int32 SpawnLocationIndex
TArray< FSpawnerSpawnReservation > SpawnReservations
FSpawnWaveParamOverrides SpawnWaveParams
TArray< ATBLCharacter * > SpawnedCharacters
float SpawnerScoreMultiplier
FSpawnScoringConfig SpawningConfig
FVector StartCameraOffset
FRotator StartCameraRotation
FTransform StartingSpawnerTransform
float TimeBeforeVulnerable
bool bPrioritizeFrontmost
bool bSkipLocationValidation

Protected Attributes

Name
float DelayBeforeSpawningStops
TSubclassOf< USpecialSpawnSpec > SpecialSpawnSpecOverride
bool bAllowInvalidSpawnLocation
bool bSkipPawnOverlapTest

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