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@Nuclearfossil
Created January 4, 2018 06:02
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Save Nuclearfossil/579c3db85f9b9c36dd199e55b2930da5 to your computer and use it in GitHub Desktop.
Spawning an existing Actor derived object (Unreal)
// Fill out your copyright notice in the Description page of Project Settings.
#include "StaticMeshSpawner.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/StaticMesh.h"
#include "Engine/CollisionProfile.h"
#include "Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h"
// Sets default values
AStaticMeshSpawner::AStaticMeshSpawner()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Static mesh (using the Matinee camera because I'm lazy and everyone has it)
static ConstructorHelpers::FObjectFinder<UStaticMesh> EditorCameraMesh(TEXT("/Engine/EditorMeshes/MatineeCam_SM"));
mProxyMesh = EditorCameraMesh.Object;
mProxyMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent0"));
mProxyMeshComponent->SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
mProxyMeshComponent->SetStaticMesh(mProxyMesh);
mProxyMeshComponent->Mobility = EComponentMobility::Static;
mProxyMeshComponent->bGenerateOverlapEvents = false;
mProxyMeshComponent->bUseDefaultCollision = true;
mProxyMeshComponent->bCastDynamicShadow = false;
mProxyMeshComponent->bCastStaticShadow = false;
mProxyMeshComponent->bIsEditorOnly = true;
RootComponent = mProxyMeshComponent;
mISMeshComponent = nullptr;
}
// Called when the game starts or when spawned
void AStaticMeshSpawner::BeginPlay()
{
mProxyMeshComponent->SetHiddenInGame(true);
if (mISMeshComponent == nullptr)
{
mISMeshComponent = NewObject<UInstancedStaticMeshComponent>(this);
mISMeshComponent->RegisterComponent();
mISMeshComponent->SetStaticMesh(MeshToSpawn);
mISMeshComponent->SetFlags(RF_Transactional);
AddInstanceComponent(mISMeshComponent);
}
FTransform NewTransform = this->GetTransform();
mISMeshComponent->AddInstance(NewTransform);
FTransform secondTransform(NewTransform.TransformPosition(FVector(0.0f, 100.0f, 0.0f)));
mISMeshComponent->AddInstance(secondTransform);
if (ActorToSpawn != nullptr)
{
FTransform thirdTransform(NewTransform.TransformPosition(FVector(0.0f, 100.0f, 0.0f)));
FActorSpawnParameters spawnParameters;
spawnParameters.Template = ActorToSpawn;
AActor* newActor = GetWorld()->SpawnActor<AActor>(ActorToSpawn->GetClass(), thirdTransform, spawnParameters);
newActor->SetOwner(GetOwner());
}
Super::BeginPlay();
}
// Called every frame
void AStaticMeshSpawner::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "StaticMeshSpawner.generated.h"
class UStaticMeshComponent;
class UInstancedStaticMeshComponent;
class AActor;
UCLASS(HideCategories = ("Sprite", "Rendering", "Input", "Actor", "HLOD"))
class BBITESTBED_API AStaticMeshSpawner : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AStaticMeshSpawner();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
UPROPERTY(transient)
UStaticMesh* mProxyMesh;
UStaticMeshComponent* mProxyMeshComponent;
UInstancedStaticMeshComponent* mISMeshComponent;
public:
UPROPERTY(EditAnywhere, Category = "Spawn Mesh")
UStaticMesh* MeshToSpawn;
UPROPERTY(EditAnywhere, Category = "Spawn Actor")
// TSubclassOf<AActor> ActorToSpawn;
AActor* ActorToSpawn;
};
@Nuclearfossil
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The ActorToSpawn property is the real thing I'm interested in. the MeshToSpawn is more for me to test out other things.

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