Is there an event that gets triggered every time an actor of any class gets spawned? I’d like to implement some custom logic for everytime an actor spawns and I don’t know if there is an event or another way to do it. Thanks in advance for any reply!
virtual void BeginPlay();
Though there are a bunch of different events depend on when in the process you want to tap in.
UWorld::AddOnActorSpawnedHandler( const FOnActorSpawned::FDelegate& InHandler );
UWorld::AddOnActorSpawnedHandler( const FOnActorSpawned::FDelegate& InHandler );
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Thank you so much! This is exactly what I was looking for!
Just in case, is there a similar function for when whatever actor gets destroyed? Because I couldn’t find it.
And is it possible to revert the destruction of an actor?
Thanks again!
Each actor has it’s own delegate for when it’s destroyed. I don’t think there’s a global one. And no you cannot undo the destruction of an actor at runtime.