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MyActor.h
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MyActor.h
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// Fill out your copyright notice in the Description page of Project Settings.
// may be later then
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UENUM(BlueprintType)
enum EStairsLocation
{
Front UMETA(DisplayName = "Front"),
Back UMETA(DisplayName = "Back"),
Left UMETA(DisplayName = "Left"),
Right UMETA(DisplayName = "Right"),
};
UCLASS()
class MYPROJECT_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = default)
TEnumAsByte<EStairsLocation> StairsLocation;
UFUNCTION(BlueprintCallable)
void SpawnFun(TArray<UStaticMesh*> MainWall, TArray<UStaticMesh*> FirstFloorWall, TArray<UStaticMesh*> LastFloorWall, TArray<UStaticMesh*> RoofCap, TArray<UStaticMesh*> InteriorMesh, UStaticMesh* FirstWallCorner, UStaticMesh* LastWallCorner, UStaticMesh* MainWallCorner, TArray<UStaticMesh*>MainWallAccessories, TArray<UStaticMesh*>FirstFloorAccessories, TArray<UStaticMesh*>RoofCapAccessories, TArray<UStaticMesh*>Stairs, TArray<UStaticMesh*>BrandMauerMainWall, TArray<UStaticMesh*>BrandMauerFirstFloor, TArray<UStaticMesh*>BrandMauerLastFloor, TArray<UStaticMesh*>BrandMauerLastFloorCorner, TArray<UStaticMesh*>BrandMauerFirstFloorCorner, TArray<UStaticMesh*>BrandMauerMainWallCorner, int xTile, int yTile, int zTile, int xNumber, int yNumber, int zNumber, double zRotation, int testValue, int seed, float MainWallAccessoriesPercentage, float FirstFloorAccessoriesPercentage, float RoofCapAccessoriesPercentage, int StairsPosition, bool BrandMauer, bool RandomStairsPosition);
void SpawnArrayMesh(TArray<UStaticMesh*> SelectedMesh, FTransform newTransform, int n);
void SpawnMesh(UStaticMesh* SelectedMesh, FTransform newTransform);
};