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