I’m trying to use this spawn actor method specifically
When they ask for u class what in the world do they want?.
AActor * SpawnActor
(
UClass * Class,
FTransform const * Transform,
const FActorSpawnParameters & SpawnParameters
)
I’m trying to use this spawn actor method specifically
When they ask for u class what in the world do they want?.
AActor * SpawnActor
(
UClass * Class,
FTransform const * Transform,
const FActorSpawnParameters & SpawnParameters
)
The UClass* parameter is a pointer to the type of object you want to spawn.
If you want to an actor that only exists in C++ you can use the following
SpawnActor<AYourActorClass>(AYourActorClass::StaticClass(), ...);
However if you wanted to spawn an actor that is a blueprint based off of your C++ class you will need to use
TSubclassOf<AYourActorClass>
instead of
AYourActorClass::StaticClass(),
I have found the best practice to be creating a member variable of TSubclassOf<AYourActorClass> type and exposing that variable to blueprints within the UPROPERTY() macro.
You can then set that variable to reference your created blueprint.
Hopefully that clears things up.