83 virtual void ClearAll(
const bool bClearSpawnedActors =
true)
override;
84 virtual void CollectSpawnedTargetables(TArray<ITargetableInterface*>& OutTargetables)
const override;
85 virtual void TickComponent(
float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
override;
87 void InitializeStandalone();
88 void DeactivateAllSpawners();
89 void ClearRegisteredSpawners();
91 TArray<UEnemySpawnerComponent*> GetSpawners(
ESpawnAreaID SpawnerID);
92 TArray<UEnemySpawnerComponent*> GetAllSpawners();
95 void RegisterSpawner(
ESpawnAreaID AreaID, UEnemySpawnerComponent* Spawner);
96 void UnregisterSpawner(
ESpawnAreaID AreaID, UEnemySpawnerComponent* Spawner);
103 UFUNCTION(BlueprintCallable, Category=
"Spawn|Enemy")
104 void SpawnEnemy(TSubclassOf<AEnemyCharacterBase> EnemyClass,
const int32 EnemyCount = 1,
const FVector SpawnPosition = FVector::ZeroVector);
109 return SpawnedEnemies;
114 return SpawnRemainingCount;
130 TSubclassOf<
USpawnPattern> ResolveSpawnPatternClass(const FName SpawnPatternID) const;
133 UPROPERTY(BlueprintAssignable, Category = "Spawn|Enemy")
134 FOnEnemySpawnedStandalone OnEnemySpawned;
136 UPROPERTY(BlueprintAssignable, Category = "Spawn|Enemy")
137 FOnEnemyKilledStandalone OnEnemyKilled;
141 int32 SpawnRemainingCount = 0;
144 bool bIsActivated = false;
158 UPROPERTY(Transient, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
161 UPROPERTY(Transient, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
Definition DT_SpawnTable.h:9