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static const FName & | GetDungeonGeneratorTag () |
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static const FName & | GetDungeonGeneratorTerrainTag () |
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static AActor * | SpawnActorImpl (UWorld *world, UClass *actorClass, const FString &folderPath, const FTransform &transform, const FActorSpawnParameters &actorSpawnParameters) |
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static UDungeonComponentActivatorComponent * | FindOrAddComponentActivatorComponent (AActor *actor) |
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static UTexture2D * | CreateTexture (uint32_t textureWidthHeight, TConstArrayView64< uint8 > pixels=TConstArrayView64< uint8 >()) noexcept |
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static UTexture2D * | DuplicateTexture (UPackage *package, const FName &name, const EObjectFlags flags, const UTexture2D *sourceTexture) noexcept |
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using | AddStaticMeshEvent = std::function< void(UStaticMesh *, const FTransform &)> |
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using | AddPillarStaticMeshEvent = std::function< void(UStaticMesh *, const FTransform &)> |
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bool | BeginDungeonGeneration (const UDungeonGenerateParameter *parameter, const bool hasAuthority) |
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void | EndDungeonGeneration () |
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std::shared_ptr< const dungeon::Generator > | GetGenerator () const |
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void | BeginGeneration () |
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bool | OnQueryAisleGeneration (const FVector ¢er, const int32 identifier, const EDungeonDirection direction) |
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void | EndGeneration (UDungeonRandom *synchronizedRandom, const UDungeonAisleGridMap *aisleGridMap) |
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virtual void | OnPreDungeonGeneration () |
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virtual void | OnPostDungeonGeneration (const bool result) |
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void | OnAddFloor (const AddStaticMeshEvent &function) |
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void | OnAddSlope (const AddStaticMeshEvent &function) |
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void | OnAddWall (const AddStaticMeshEvent &function) |
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void | OnAddRoof (const AddStaticMeshEvent &function) |
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void | OnAddPillar (const AddPillarStaticMeshEvent &function) |
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void | OnAddCatwalk (const AddStaticMeshEvent &function) |
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virtual void | FitNavMeshBoundsVolume () |
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void | CollectPlayerStartExceptPlayerStartPIE (TArray< APlayerStart * > &startPoints) |
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void | MovePlayerStart (const TArray< APlayerStart * > &startPoints) |
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void | FlushLoadStreamLevels () |
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void | AsyncLoadStreamLevels (const bool bShouldBlockOnLoad) |
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void | UnloadStreamLevels (const bool flushStreamLevels) |
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virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
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static void | DestroySpawnedActors (UWorld *world) |
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FDungeonGeneratorActorNotifyGenerationSuccessSignature | OnGenerationSuccess |
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FDungeonGeneratorActorNotifyGenerationFailureSignature | OnGenerationFailure |
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FDungeonGenerateBaseOnBeginGenerateSignature | OnBeginGeneration |
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FDungeonGenerateBaseOnEndGenerateSignature | OnEndGeneration |
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TMap< uint32, FDungeonVegetationCluster > | mVegetationCluster |
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const UDungeonGenerateParameter * | mParameter |
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UDungeonAisleGridMap * | mAisleGridMap |
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- Author
- Shun Moriya
- Copyright
- 2024- Shun Moriya All Rights Reserved. Dungeon-generated actors. Actors generated by the generator to hold the InstancedStaticMeshComponent, etc. when generated in the editor.
ダンジョン生成済みアクター エディタ内で生成した時にInstancedStaticMeshComponent等を保持するためジェネレーターが生成するアクター