Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayTasks/Private/Tasks/GameplayTask_SpawnActor.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

70 lines
1.8 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Tasks/GameplayTask_SpawnActor.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<IGameplayTaskOwnerInterface> TaskOwner, FVector SpawnLocation, FRotator SpawnRotation, TSubclassOf<AActor> Class, bool bSpawnOnlyOnAuthority)
{
if (TaskOwner.GetInterface() == nullptr)
{
return nullptr;
}
bool bCanSpawn = true;
if (bSpawnOnlyOnAuthority == true)
{
AActor* TaskOwnerActor = TaskOwner->GetGameplayTaskOwner(nullptr);
if (TaskOwnerActor)
{
bCanSpawn = (TaskOwnerActor->Role == ROLE_Authority);
}
else
{
// @todo add warning here
}
}
UGameplayTask_SpawnActor* MyTask = nullptr;
if (bCanSpawn)
{
MyTask = NewTask<UGameplayTask_SpawnActor>(TaskOwner);
if (MyTask)
{
MyTask->CachedSpawnLocation = SpawnLocation;
MyTask->CachedSpawnRotation = SpawnRotation;
MyTask->ClassToSpawn = Class;
}
}
return MyTask;
}
bool UGameplayTask_SpawnActor::BeginSpawningActor(UObject* WorldContextObject, AActor*& SpawnedActor)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
if (World)
{
SpawnedActor = World->SpawnActorDeferred<AActor>(ClassToSpawn, FTransform(CachedSpawnRotation, CachedSpawnLocation), NULL, NULL, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
}
if (SpawnedActor == nullptr)
{
DidNotSpawn.Broadcast(nullptr);
return false;
}
return true;
}
void UGameplayTask_SpawnActor::FinishSpawningActor(UObject* WorldContextObject, AActor* SpawnedActor)
{
if (SpawnedActor)
{
const FTransform SpawnTransform(CachedSpawnRotation, CachedSpawnLocation);
SpawnedActor->FinishSpawning(SpawnTransform);
Success.Broadcast(SpawnedActor);
}
EndTask();
}