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https://github.com/Milxnor/Project-Reboot-3.0.git
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level
level showing up on items now, fix s19, improve performance, fix big issue on s5
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@@ -43,7 +43,7 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
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static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
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auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
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auto LootDrops = PickLootDrops(SpawnLootTierGroup);
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auto LootDrops = PickLootDrops(SpawnLootTierGroup, GameState->GetWorldLevel());
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for (int z = 0; z < LootDrops.size(); z++)
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{
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@@ -63,11 +63,7 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
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bool bDeferConstruction = true; // hm?
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FActorSpawnParameters SpawnParameters{};
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// SpawnParameters.ObjectFlags = RF_Transactional; // idk fortnite does this i think // i think its acutally suppsoed to be |= RF_Transient
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SpawnParameters.bDeferConstruction = bDeferConstruction;
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auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, SpawnParameters);
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auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn, bDeferConstruction));
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if (ConsumableActor)
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{
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