Hopefully I can describe my issue clearly enough.
What I am trying to do is to spawn pawns on demand during runtime. The following section of a blueprint does the trick.
However it seems to me there must be a better way. I wish to spawn a version of the pawn (all with the same parent class) based on the input enumeration.
I tried:
However, in this case the spawn actor function insists I have an instigator. I don’t have one. I don’t even know why it is insisting I have one in this case. From what I have read it is really a way to find whatever spawned this pawn (like in the case of a projectile) for reference. Well, I’m not spawning projectiles or anything I care about in that fashion. These will be fully controlled by an observer (player) or from the outside simulation. Bear in mind the second image is where I quickly pasted my attempt. In the case that I tried it, I did have the control flow nodes hooked up.
So I put together the first image, but that will become kind of a pain if we get more aircraft types to spawn. I can’t help to think I am doing something wrong or that there is some other way to do this.
Thank you for your suggestion.
Yes, I would have probably eventually migrated to an enumeration rather than the literals in the select node.
I see, however, you made the current pawn as the instigator. For some reason I had not even considered that. I suppose I was stuck on the fact that without the connector to the spawn class I didn’t need one and suddenly I needed one with a selector node attached.
Associating any enums with classes would boil down any number of choices to handful of nodes.
spawn pawns on demand during runtime
Does not need to be an enum - depends on what the demand is here. If we’re talking huge number of options, I’d probably opt for a Data Table instead and fetch data by Name.
Oh, I am. Just hadn’t put it into a map association.
Ah I see the confusion. I didn’t finish the sentence. I meant an enumeration in a map and left out the “in a map” part.