Small changes for adapting to new map generation process

This commit is contained in:
aollero 2022-05-23 10:34:30 +02:00 committed by bernat
parent f046812746
commit fa06ddc97a
1 changed files with 6 additions and 6 deletions

View File

@ -117,7 +117,7 @@ AActor* UMapGeneratorWidget::GenerateWater(TSubclassOf<class AActor> RiverClass)
//////*****************************/////
float ActorZCoord = GetLandscapeSurfaceHeight(World, 0, 0, false);
FVector Location(0, 0, ActorZCoord);
FVector Location(20000, 20000, ActorZCoord); // Auxiliar values for x and y coords
FRotator Rotation(0,0,0);
FActorSpawnParameters SpawnInfo;
@ -771,10 +771,10 @@ bool UMapGeneratorWidget::CookVegetationToWorld(
*CUR_CLASS_FUNC_LINE, *World->GetMapName());
// TODO PROV : Fix World *********************/
// ALandscape* Landscape = (ALandscape*) UGameplayStatics::GetActorOfClass(
// World,
// ALandscape::StaticClass());
// LandscapePostEditEvent(Landscape);
ALandscape* Landscape = (ALandscape*) UGameplayStatics::GetActorOfClass(
World,
ALandscape::StaticClass());
LandscapePostEditEvent(Landscape);
/********************************************/
// For each spawner create a procedural foliage volume and simulates the vegetation
@ -783,7 +783,7 @@ bool UMapGeneratorWidget::CookVegetationToWorld(
ULevel* Level = World->GetCurrentLevel();
VectorRegister Rotation{ 0,0,0 };
VectorRegister Translation{ 0.0,0.0,0.0 };
VectorRegister Translation{ 200000.0, 200000.0, 0.0 };
VectorRegister Scale3D{ 2500,2500,900 };
EObjectFlags InObjectFlags = RF_Transactional;
FName InName = NAME_None;