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