I use this
FTransform SpawnTransform(Rotation, Origin);
auto MyDeferredActor = Cast<ADeferredActor>(UGameplayStatics::BeginDeferredActorSpawnFromClass(this, DeferredActorClass, SpawnTransform));
if (MyDeferredActor != nullptr)
{
MyDeferredActor->Init(ShootDir);
If you want to change the mesh of that actor at runtime, you’d need to grab the SkeletalMeshComponent/StaticMeshComponent and set the mesh asset through that.
spawn actors on the world like this
my C++ logic :
spawn
1actor. a beautiful model entityID=1 modeID=100
2actor. a beautiful model entityID=2 modeID=100
3actor. a beautiful model entityID=3 modeID=200
4actor. a beautiful model entityID=4 modeID=200
if (modeID==200) change a beautiful model to a big model
a beautiful model entityID=1 modeID=100
a beautiful model entityID=2 modeID=100
a big modell entityID=3 modeID=200
a big model entityID=4 modeID=200
so, it should be 2 models on the world
Can I change ? or destroy and respawn ?
I have no ideal , I need keyword to search teaching