level showing up on items now, fix s19, improve performance, fix big issue on s5
This commit is contained in:
Milxnor
2023-05-21 00:38:59 -04:00
parent 33433ea9de
commit a2d621560a
37 changed files with 600 additions and 168 deletions

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@@ -43,7 +43,7 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
auto LootDrops = PickLootDrops(SpawnLootTierGroup);
auto LootDrops = PickLootDrops(SpawnLootTierGroup, GameState->GetWorldLevel());
for (int z = 0; z < LootDrops.size(); z++)
{
@@ -63,11 +63,7 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
bool bDeferConstruction = true; // hm?
FActorSpawnParameters SpawnParameters{};
// SpawnParameters.ObjectFlags = RF_Transactional; // idk fortnite does this i think // i think its acutally suppsoed to be |= RF_Transient
SpawnParameters.bDeferConstruction = bDeferConstruction;
auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, SpawnParameters);
auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn, bDeferConstruction));
if (ConsumableActor)
{