Added method to hide all child actors
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@ -109,6 +109,20 @@ void AProceduralBuilding::ConvertOldBP_ToNativeCodeObject(AActor* BP_Building)
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}
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}
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void AProceduralBuilding::HideAllChildren()
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{
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for(UChildActorComponent* ChildActorComp : ChildActorComps)
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{
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AActor* ChildActor = ChildActorComp->GetChildActor();
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TArray<UStaticMeshComponent*> SMComps;
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ChildActor->GetComponents<UStaticMeshComponent>(SMComps);
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if(SMComps.Num() > 0)
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{
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SMComps[0]->SetVisibility(false, false);
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}
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}
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}
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void AProceduralBuilding::SetBaseParameters(
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const TSet<int>& InDoorsIndexPosition,
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const TArray<bool>& InUseWallMesh,
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@ -40,6 +40,9 @@ public:
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UFUNCTION(BlueprintCallable, CallInEditor, Category="Procedural Building")
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void ConvertOldBP_ToNativeCodeObject(AActor* BP_Building);
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UFUNCTION(BlueprintCallable, CallInEditor, Category="Procedural Building")
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void HideAllChildren();
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UFUNCTION(BlueprintCallable, Category="Procedural Building|Conversion")
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void SetBaseParameters(
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const TSet<int>& InDoorsIndexPosition,
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@ -93,11 +96,11 @@ protected:
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// TODO: AdvancedDisplay
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// Map containing the pair with the name of the mesh and the component that uses it
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Procedural Building|Debug")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Procedural Building|Debug")
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TMap<FString, UHierarchicalInstancedStaticMeshComponent*> HISMComps;
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// Contains all the ChildActorComps spawned for this Actor
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Procedural Building|Debug")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Procedural Building|Debug")
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TArray<UChildActorComponent*> ChildActorComps;
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/**
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