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

View File

@@ -35,10 +35,70 @@ struct FActorSpawnParameters
EObjectFlags ObjectFlags;
};
struct FActorSpawnParametersUE500
{
FName Name = FName(0);
UObject* Template = nullptr;
UObject* Owner = nullptr;
UObject** Instigator = nullptr;
UObject* OverrideLevel = nullptr;
UObject* OverrideParentComponent;
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined;
uint8_t TransformScaleMethod;
uint16 bRemoteOwned : 1;
uint16 bNoFail : 1;
uint16 bDeferConstruction : 1;
uint16 bAllowDuringConstructionScript : 1;
#if WITH_EDITOR
uint16 bTemporaryEditorActor : 1;
#endif
enum class ESpawnActorNameMode : uint8_t
{
Required_Fatal,
Required_ErrorAndReturnNull,
Required_ReturnNull,
Requested
};
ESpawnActorNameMode NameMode;
EObjectFlags ObjectFlags;
TFunction<void(UObject*)> CustomPreSpawnInitalization; // my favorite
};
static inline void* CreateSpawnParameters(ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined, bool bDeferConstruction = false, UObject* Owner = nullptr)
{
if (Engine_Version >= 500)
{
auto addr = (FActorSpawnParametersUE500*)VirtualAlloc(0, sizeof(FActorSpawnParametersUE500), MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
if (!addr)
return nullptr;
addr->Owner = Owner;
addr->bDeferConstruction = bDeferConstruction;
addr->SpawnCollisionHandlingOverride = SpawnCollisionHandlingOverride;
return addr;
}
else
{
auto addr = (FActorSpawnParameters*)VirtualAlloc(0, sizeof(FActorSpawnParameters), MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
if (!addr)
return nullptr;
addr->Owner = Owner;
addr->bDeferConstruction = bDeferConstruction;
addr->SpawnCollisionHandlingOverride = SpawnCollisionHandlingOverride;
return addr;
}
return nullptr;
}
class UWorld : public UObject, public FNetworkNotify
{
public:
static inline UObject* (*SpawnActorOriginal)(UWorld* World, UClass* Class, FTransform const* UserTransformPtr, const FActorSpawnParameters& SpawnParameters);
static inline UObject* (*SpawnActorOriginal)(UWorld* World, UClass* Class, FTransform const* UserTransformPtr, void* SpawnParameters);
template <typename T = AActor>
T*& GetGameMode()
@@ -72,19 +132,34 @@ public:
}
template <typename ActorType>
ActorType* SpawnActor(UClass* Class, FTransform UserTransformPtr = FTransform(), const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters())
ActorType* SpawnActor(UClass* Class, FTransform UserTransformPtr = FTransform(), void* SpawnParameters = nullptr)
{
return (ActorType*)SpawnActorOriginal(this, Class, &UserTransformPtr, SpawnParameters);
if (!SpawnParameters)
SpawnParameters = CreateSpawnParameters();
auto actor = (ActorType*)SpawnActorOriginal(this, Class, &UserTransformPtr, SpawnParameters);
VirtualFree(SpawnParameters, 0, MEM_RELEASE);
return actor;
}
template <typename ActorType>
ActorType* SpawnActor(UClass* Class, FVector Location, FQuat Rotation = FQuat(), FVector Scale3D = FVector(1, 1, 1), const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters())
ActorType* SpawnActor(UClass* Class, FVector Location, FQuat Rotation = FQuat(), FVector Scale3D = FVector(1, 1, 1), void* SpawnParameters = nullptr)
{
if (!SpawnParameters)
SpawnParameters = CreateSpawnParameters();
FTransform UserTransformPtr{};
UserTransformPtr.Translation = Location;
UserTransformPtr.Rotation = Rotation;
UserTransformPtr.Scale3D = Scale3D;
return SpawnActor<ActorType>(Class, UserTransformPtr, SpawnParameters);
auto actor = SpawnActor<ActorType>(Class, UserTransformPtr, SpawnParameters);
VirtualFree(SpawnParameters, 0, MEM_RELEASE);
return actor;
}
AWorldSettings* GetWorldSettings(bool bCheckStreamingPersistent = false, bool bChecked = true) const;