artificial intelligence

proper *****, work on ai, organize some things
This commit is contained in:
Milxnor
2023-05-14 13:51:58 -04:00
parent a94005805c
commit ec30c7ecf8
25 changed files with 422 additions and 68 deletions

View File

@@ -76,7 +76,7 @@ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn
AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
struct
{
@@ -96,7 +96,7 @@ AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldC
AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform)
{
static auto FinishSpawningActorFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.FinishSpawningActor");
static auto FinishSpawningActorFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.FinishSpawningActor");
struct
{
@@ -113,7 +113,7 @@ AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& S
void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
{
static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");
static auto LoadStreamLevelFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.LoadStreamLevel");
struct
{
@@ -130,7 +130,7 @@ void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelN
void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)
{
static auto UnloadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.UnloadStreamLevel");
static auto UnloadStreamLevelFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.UnloadStreamLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)