October 2016
Intermediate to advanced
452 pages
9h 47m
English
For this recipe, we will create a building that spawns units at a fixed time interval at a particular location.
Actor subclass in the editor, as always, and then add the following implementation to the class:UPROPERTY() UStaticMeshComponent* BuildingMesh; UPROPERTY() UParticleSystemComponent* SpawnPoint; UPROPERTY() UClass* UnitToSpawn; UPROPERTY() float SpawnInterval; UFUNCTION() void SpawnUnit(); UFUNCTION() void EndPlay(const EEndPlayReason::Type EndPlayReason) override; UPROPERTY() FTimerHandle SpawnTimerHandle;
BuildingMesh = CreateDefaultSubobject<UStaticMeshComponent>("BuildingMesh"); SpawnPoint = CreateDefaultSubobject<UParticleSystemComponent>("SpawnPoint"); ...Read now
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