#include "SpawnActorWithDebrisPosComponent.h" #include "Templates/SubclassOf.h" bool USpawnActorWithDebrisPosComponent::PlaceActorsWithCallback(int32 NumToSpawn, int32 NumToSpawnMin, int32 NumAllowedChecks, TSubclassOf SpawnedActorClass, AProceduralSetup* Setup, float Radius, UDebrisPositioning* DebrisPositioning, const TArray& locationsToAvoid, UCurveFloat* AvoidCostCurve, FSpawnActorDelegate OnSpawned, FVector CustomLocation) { return false; } bool USpawnActorWithDebrisPosComponent::PlaceActors(int32 NumToSpawn, int32 NumToSpawnMin, int32 NumAllowedChecks, TSubclassOf SpawnedActorClass, AProceduralSetup* Setup, float Radius, UDebrisPositioning* DebrisPositioning, const TArray& locationsToAvoid, UCurveFloat* AvoidCostCurve, TArray& OutSpawnedActors, FVector CustomLocation) { return false; } void USpawnActorWithDebrisPosComponent::AddTerrainPlacement(AActor* Actor, AProceduralSetup* Setup) { } USpawnActorWithDebrisPosComponent::USpawnActorWithDebrisPosComponent() { this->MinDistanceBetweenSpwans = 100.00f; this->AddTerrainPlacementBlockers = true; this->AvoidImportantLocations = false; this->MinDistanceToImportantLocations = 100.00f; }