hello guys, how can I call this restartplayer in another class?
.h
virtual void RestartPlayer(class AController* NewPlayer) override;
.cpp
void ASCoopGameMode::RestartPlayer(class AController* NewPlayer)
{
if (!bSpawnAtTeamPlayer || (NewPlayer->PlayerState && NewPlayer->PlayerState->IsABot()))
{
Super::RestartPlayer(NewPlayer);
return;
}
FVector SpawnOrigin = FVector::ZeroVector;
FRotator StartRotation = FRotator::ZeroRotator;
for (TActorIterator<APawn> It(GetWorld()); It; ++It)
{
ASCharacter* MyCharacter = Cast<ASCharacter>(*It);
if (MyCharacter && MyCharacter->IsAlive())
{
/* Get the origin of the first player we can find */
SpawnOrigin = MyCharacter->GetActorLocation();
StartRotation = MyCharacter->GetActorRotation();
break;
}
}
/* No player is alive (yet) - spawn using one of the PlayerStarts */
if (SpawnOrigin == FVector::ZeroVector)
{
Super::RestartPlayer(NewPlayer);
return;
}
/* Get a point on the nav mesh near the other player */
FNavLocation StartLocation;
UNavigationSystemV1* NavSystem = UNavigationSystemV1::GetNavigationSystem(this);
if (NavSystem && NavSystem->GetRandomPointInNavigableRadius(SpawnOrigin, 250.0f, StartLocation))
{
// Try to create a pawn to use of the default class for this player
if (NewPlayer->GetPawn() == nullptr && GetDefaultPawnClassForController(NewPlayer) != nullptr)
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = GetInstigator();
APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(GetDefaultPawnClassForController(NewPlayer), StartLocation.Location, StartRotation, SpawnInfo);
if (ResultPawn == nullptr)
{
UE_LOG(LogGameMode, Warning, TEXT("Couldn't spawn Pawn of type %s at %s"), *GetNameSafe(DefaultPawnClass), &StartLocation.Location);
}
NewPlayer->SetPawn(ResultPawn);
}
if (NewPlayer->GetPawn() == nullptr)
{
NewPlayer->FailedToSpawnPawn();
}
else
{
NewPlayer->Possess(NewPlayer->GetPawn());
// If the Pawn is destroyed as part of possession we have to abort
if (NewPlayer->GetPawn() == nullptr)
{
NewPlayer->FailedToSpawnPawn();
}
else
{
// Set initial control rotation to player start's rotation
NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true);
FRotator NewControllerRot = StartRotation;
NewControllerRot.Roll = 0.f;
NewPlayer->SetControlRotation(NewControllerRot);
SetPlayerDefaults(NewPlayer->GetPawn());
}
}
}
}