Actor progress
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Names;
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using Prospect.Unreal.Net.Actors;
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namespace Prospect.Unreal.Net;
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public ref struct FActorSpawnParameters
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{
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/// <summary>
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/// A name to assign as the Name of the Actor being spawned.
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/// If no value is specified, the name of the spawned Actor will be automatically generated using the form [Class]_[Number].
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/// </summary>
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public FName? Name { get; set; }
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/// <summary>
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/// An Actor to use as a template when spawning the new Actor.
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/// The spawned Actor will be initialized using the property values of the template Actor.
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/// If left NULL the class default object (CDO) will be used to initialize the spawned Actor.
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/// </summary>
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public AActor? Template { get; set; }
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/// <summary>
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/// The Actor that spawned this Actor. (Can be left as NULL).
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/// </summary>
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public AActor? Owner { get; set; }
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/// <summary>
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/// The APawn that is responsible for damage done by the spawned Actor. (Can be left as NULL).
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/// </summary>
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public AActor? Instigator { get; set; }
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/// <summary>
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/// The ULevel to spawn the Actor in, i.e. the Outer of the Actor.
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/// If left as NULL the Outer of the Owner is used. If the Owner is NULL the persistent level is used.
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/// </summary>
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public ULevel? OverrideLevel { get; set; }
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/// <summary>
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/// The UPackage to set the Actor in.
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/// If left as NULL the Package will not be set and the actor will be saved in the same package as the persistent level.
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/// </summary>
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public UPackage? OverridePackage { get; set; }
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// UChildActorComponent
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/// <summary>
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/// The Guid to set to this actor. Should only be set when reinstancing blueprint actors.
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/// </summary>
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public FGuid? OverrideActorGuid { get; set; }
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/// <summary>
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/// Method for resolving collisions at the spawn point. Undefined means no override, use the actor's setting.
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/// </summary>
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public ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride { get; set; }
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/// <summary>
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/// Is the actor remotely owned.
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/// This should only be set true by the package map when it is creating an actor on a client that was replicated from the server.
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/// </summary>
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public bool bRemoteOwned { get; set; }
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/// <summary>
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/// Determines whether spawning will not fail if certain conditions are not met.
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/// If true, spawning will not fail because the class being spawned is `bStatic=true` or because the class of the template Actor is not the same as the class of the Actor being spawned.
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/// </summary>
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public bool bNoFail { get; set; }
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/// <summary>
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/// Determines whether the construction script will be run.
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/// If true, the construction script will not be run on the spawned Actor.
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/// Only applicable if the Actor is being spawned from a Blueprint.
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/// </summary>
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public bool bDeferConstruction { get; set; }
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/// <summary>
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/// Determines whether or not the actor may be spawned when running a construction script.
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/// If true spawning will fail if a construction script is being run.
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/// </summary>
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public bool bAllowDuringConstructionScript { get; set; }
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/// <summary>
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/// Determines whether the begin play cycle will run on the spawned actor when in the editor.
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/// </summary>
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public bool bTemporaryEditorActor { get; set; }
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/// <summary>
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/// Determines whether or not the actor should be hidden from the Scene Outliner
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/// </summary>
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public bool bHideFromSceneOutliner { get; set; }
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/// <summary>
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/// Determines whether to create a new package for the actor or not.
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/// </summary>
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public bool bCreateActorPackage { get; set; }
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/// <summary>
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/// In which way should SpawnActor should treat the supplied Name if not none.
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/// </summary>
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public ESpawnActorNameMode NameMode { get; set; }
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/// <summary>
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/// Flags used to describe the spawned actor/object instance.
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/// </summary>
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public EObjectFlags ObjectFlags { get; set; }
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}
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