Files
the-cycle/src/Prospect.Unreal/Net/FActorSpawnParameters.cs
T
2024-07-01 21:52:30 +02:00

110 lines
4.3 KiB
C#

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()
{
}
/// <summary>
/// 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].
/// </summary>
public FName Name { get; set; } = EName.None;
/// <summary>
/// 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.
/// </summary>
public AActor? Template { get; set; }
/// <summary>
/// The Actor that spawned this Actor. (Can be left as NULL).
/// </summary>
public AActor? Owner { get; set; }
/// <summary>
/// The APawn that is responsible for damage done by the spawned Actor. (Can be left as NULL).
/// </summary>
public AActor? Instigator { get; set; }
/// <summary>
/// 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.
/// </summary>
public ULevel? OverrideLevel { get; set; }
/// <summary>
/// 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.
/// </summary>
public UPackage? OverridePackage { get; set; }
// UChildActorComponent
/// <summary>
/// The Guid to set to this actor. Should only be set when reinstancing blueprint actors.
/// </summary>
public FGuid? OverrideActorGuid { get; set; }
/// <summary>
/// Method for resolving collisions at the spawn point. Undefined means no override, use the actor's setting.
/// </summary>
public ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride { get; set; }
/// <summary>
/// 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.
/// </summary>
public bool bRemoteOwned { get; set; }
/// <summary>
/// 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.
/// </summary>
public bool bNoFail { get; set; }
/// <summary>
/// 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.
/// </summary>
public bool bDeferConstruction { get; set; }
/// <summary>
/// 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.
/// </summary>
public bool bAllowDuringConstructionScript { get; set; }
/// <summary>
/// Determines whether the begin play cycle will run on the spawned actor when in the editor.
/// </summary>
public bool bTemporaryEditorActor { get; set; }
/// <summary>
/// Determines whether or not the actor should be hidden from the Scene Outliner
/// </summary>
public bool bHideFromSceneOutliner { get; set; }
/// <summary>
/// Determines whether to create a new package for the actor or not.
/// </summary>
public bool bCreateActorPackage { get; set; }
/// <summary>
/// In which way should SpawnActor should treat the supplied Name if not none.
/// </summary>
public ESpawnActorNameMode NameMode { get; set; }
/// <summary>
/// Flags used to describe the spawned actor/object instance.
/// </summary>
public EObjectFlags ObjectFlags { get; set; }
}