Function updated.
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@ -215,7 +215,7 @@ void AProceduralBuildingUtilities::CookProceduralMeshToMesh(
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SaveArgs);
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}
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void AProceduralBuildingUtilities::PlaceBuilding(AActor* Parent, TArray<UHierarchicalInstancedStaticMeshComponent*> Components, const FString& Name)
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void AProceduralBuildingUtilities::PlaceBuilding(AActor* Parent, TArray<UHierarchicalInstancedStaticMeshComponent*> Components)
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{
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//Security wall.
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if(Parent == nullptr) return;
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@ -231,7 +231,7 @@ void AProceduralBuildingUtilities::PlaceBuilding(AActor* Parent, TArray<UHierarc
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//Creates the component. The index is needed so every component has a unique name, if not, each iteration
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//will just override the previous one.
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UHierarchicalInstancedStaticMeshComponent* NewComponent =
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NewObject<UHierarchicalInstancedStaticMeshComponent>(Parent, HSMClass, FName(Name + FString::FromInt(i)));
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NewObject<UHierarchicalInstancedStaticMeshComponent>(Parent, HSMClass, FName(Components[i]->GetStaticMesh().GetName() + FString::FromInt(i)));
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//Sets static mesh
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NewComponent->SetStaticMesh(Components[i]->GetStaticMesh());
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@ -43,8 +43,10 @@ public:
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UFUNCTION(BlueprintCallable, Category="Procedural Building Utilities")
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void CookProceduralBuildingToMesh(const FString& DestinationPath, const FString& FileName);
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//Creates an actor with the current settings of the bp procedural building. Copying
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//the hierarchical mesh components.
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UFUNCTION(BlueprintCallable, Category="Procedural Building Utilities")
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void PlaceBuilding(AActor* Parent, TArray<UHierarchicalInstancedStaticMeshComponent*> Components, const FString& Name);
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void PlaceBuilding(AActor* Parent, TArray<UHierarchicalInstancedStaticMeshComponent*> Components);
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UFUNCTION(BlueprintCallable, Category="Procedural Building Utilities")
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void CookProceduralMeshToMesh(class UProceduralMeshComponent* Mesh, const FString& DestinationPath, const FString& FileName);
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