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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
fix 3.0, 3.1, 3.2, and add cube spawning event, mybe fix s19 crash?
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@@ -5,7 +5,7 @@
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#include "FortLootPackage.h"
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#include "FortPickup.h"
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void SpawnBGAs()
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void SpawnBGAs() // hahah not "proper", there's a function that we can hook and it gets called on each spawner whenever playlist gets set, but it's fine.
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{
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static auto BGAConsumableSpawnerClass = FindObject<UClass>("/Script/FortniteGame.BGAConsumableSpawner");
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@@ -30,10 +30,10 @@ void SpawnBGAs()
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for (auto& LootDrop : LootDrops)
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{
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static auto ConsumableClassOffset = LootDrop.ItemDefinition->GetOffset("ConsumableClass");
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auto& ConsumableClassSoft = LootDrop.ItemDefinition->Get<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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auto ConsumableClassSoft = LootDrop.ItemDefinition->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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static auto BlueprintGeneratedClassClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
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auto StrongConsumableClass = ConsumableClassSoft.Get(BlueprintGeneratedClassClass, true);
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auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
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if (!StrongConsumableClass)
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{
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@@ -46,4 +46,6 @@ void SpawnBGAs()
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}
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AllBGAConsumableSpawners.Free();
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LOG_INFO(LogDev, "Spawned BGAS!");
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}
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