Actor Spawn Descriptor: Resource Wells
Create a new actor spawn
First you need to create a new blueprint class from the parent KBFLResourceNodeDescriptor_ResourceWell
this class will use to set the options and information for the Actor.
after that we need to add this Description to our GameWorldModule. for that use the tab Resource Nodes
and ass this class to M Resource Node Descriptors
you can also mark classes to remove from the world with M Actors to Remove
And you can set in the GameWorldMode when the subsystem should start to spawn by change m Call Nodes in Phase
. (I use Initialization
as default)
Please don’t use |
Configuration
Main Options
-
M Fracking Core Class
The Class for the Fracking Core (Should use if you want custom Meshes and avoid bugs!) -
M Fracking Satellite Class
The Class for the Fracking Satellite (Should use if you want custom Meshes and avoid bugs!) -
M Resource Class
The Resource Descriptor for the resource node -
M Locations
Map with purity and there locations-
M Core Location
Is the Location of the Fracking Core -
M Purity Locations
Map with purity and there locations-
If you want for example a normal node add the location to
Normal
-
-
Spawn Options
-
M Map Name
The name of the map for spawning -
M Allow to Move
Should the actor allow moving if the location incorrect and in range of theM Check Range
-
M Remove Old
Should the system remove all incorrect Actors? (incorrect are all actors that not in theM Check Range
or duplicate) -
M Remove Occupied
Should it also remove Nodes that are Occupied? -
M Ignore Other Nodes in Range
Should it ignore other node classes in range? (for prevent overlap useM Check Range
) -
M Check Range
The range for the sphere for checking for other Actors (to prevent overlap and infinity spawn) -
M Amount
The Amount of the Resource Nodes