Hello RecourseDesign,
Could you provide an example of how I might use that struct in creating an Object? I know its a param in spawning an actor.
My actor’s construction script:
AItemActor::AItemActor()
{
PrimaryActorTick.bCanEverTick = false;
bReplicates = true;
bReplicateUsingRegisteredSubObjectList = true;
//Create Static Mesh for the Item Actor
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Default Static Mesh"));
ItemData = NewObject<UItemObject>(this, TEXT("ItemData"), RF_NoFlags, ItemClassTemplate);
if (ItemData)
{
auto StaticMeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(*ItemData->ActorStaticMesh.ToSoftObjectPath().ToString());
if (StaticMeshAsset.Object) StaticMesh->SetStaticMesh(StaticMeshAsset.Object);
//Set all materials of static mesh with the supplied array from ItemObj
for (size_t i = 0; i < StaticMesh->GetNumMaterials(); i++)
{
StaticMesh->SetMaterial(i, LoadObject<UMaterialInterface>(NULL, *ItemData->ActorStaticMeshMaterials[i].ToString(), NULL, LOAD_None, NULL));
}
}
}