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

@@ -42,11 +42,8 @@ public:
static auto FortAthenaAIBotControllerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaAIBotController");
FActorSpawnParameters PawnSpawnParameters{};
PawnSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
Controller = GetWorld()->SpawnActor<AController>(ControllerClass);
AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, PawnSpawnParameters);
AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
AFortPlayerStateAthena* PlayerState = Cast<AFortPlayerStateAthena>(Controller->GetPlayerState());
if (!Pawn || !PlayerState)
@@ -126,14 +123,10 @@ public:
return;
}
FActorSpawnParameters InventorySpawnParameters{};
InventorySpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
InventorySpawnParameters.Owner = Controller;
FTransform InventorySpawnTransform{};
static auto FortInventoryClass = FindObject<UClass>("/Script/FortniteGame.FortInventory"); // AFortInventory::StaticClass()
*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, InventorySpawnTransform, InventorySpawnParameters);
*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, InventorySpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AlwaysSpawn, false, Controller));
if (!*Inventory)
{