Fix camera settings ignored

This commit is contained in:
nsubiron 2018-07-27 21:11:16 +02:00
parent ae900053dc
commit 3bd383a46d
1 changed files with 7 additions and 3 deletions

View File

@ -27,14 +27,17 @@ FActorSpawnResult ASensorFactory::SpawnActor(
const FActorDescription &Description) const FActorDescription &Description)
{ {
FActorSpawnParameters Params; FActorSpawnParameters Params;
static int32 COUNTER = 0u;
Params.Name = FName(*(Description.Id + FString::FromInt(++COUNTER)));
auto *World = GetWorld(); auto *World = GetWorld();
if (World == nullptr) if (World == nullptr)
{ {
return {}; return {};
} }
auto *Sensor = World->SpawnActor<ASceneCaptureCamera>(Description.Class, Transform, Params); auto *Sensor = World->SpawnActorDeferred<ASceneCaptureCamera>(
Description.Class,
Transform,
this,
nullptr,
ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
if (Sensor != nullptr) if (Sensor != nullptr)
{ {
using ABFL = UActorBlueprintFunctionLibrary; using ABFL = UActorBlueprintFunctionLibrary;
@ -47,5 +50,6 @@ FActorSpawnResult ASensorFactory::SpawnActor(
PostProcessEffect::FromString( PostProcessEffect::FromString(
ABFL::RetrieveActorAttributeToString("post_processing", Description.Variations, "SceneFinal"))); ABFL::RetrieveActorAttributeToString("post_processing", Description.Variations, "SceneFinal")));
} }
UGameplayStatics::FinishSpawningActor(Sensor, Transform);
return FActorSpawnResult{Sensor}; return FActorSpawnResult{Sensor};
} }