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