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#UE4 Disambiguating delegates. FSpawnActorDelegate was both in AbilityTasks and GameplayTasks. -------- Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2606535 by Bob.Tellez on 2015/06/30 17:34:41. [CL 2606541 by Bob Tellez in Main branch]
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Bob.Tellez@epicgames.com
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187010f123
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@@ -3,7 +3,7 @@
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#include "GameplayTask.h"
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#include "GameplayTask_SpawnActor.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpawnActorDelegate, AActor*, SpawnedActor);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGameplayTaskSpawnActorDelegate, AActor*, SpawnedActor);
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/**
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* Convenience task for spawning actors (optionally limiting the spawning to the network authority). If not the net authority, we will not spawn
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@@ -24,11 +24,11 @@ class UGameplayTask_SpawnActor : public UGameplayTask
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable)
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FSpawnActorDelegate Success;
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FGameplayTaskSpawnActorDelegate Success;
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/** Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare) */
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UPROPERTY(BlueprintAssignable)
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FSpawnActorDelegate DidNotSpawn;
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FGameplayTaskSpawnActorDelegate DidNotSpawn;
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/** Spawn new Actor on the network authority (server) */
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UFUNCTION(BlueprintCallable, Category = "GameplayTasks", meta = (DisplayName="Spawn Actor for Gameplay Task", AdvancedDisplay = "TaskOwner, bSpawnOnlyOnAuthority", DefaultToSelf = "TaskOwner", BlueprintInternalUseOnly = "TRUE"))
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