5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
8#include "InteractableSpawnSystemComponent.generated.h"
16UCLASS(ClassGroup=(Custom), BlueprintType)
26 virtual void ClearAll(
const bool bClearSpawnedActors =
true)
override;
27 virtual void CollectSpawnedTargetables(TArray<ITargetableInterface*>& OutTargetables)
const override;
30 AActor* SpawnInteractableActor(TSubclassOf<AActor> InteractableClass,
const FVector& Location,
const FRotator& Rotation);
31 void DespawnInteractableActor(AActor* Interactable);
36 return SpawnedInteractableActors;
41 return SpawnedInteractableActors.IsEmpty() ? nullptr : SpawnedInteractableActors.Last();
Definition InteractableActor.h:16
Definition SpawnSystemInterface.h:24
Definition TargetableInterface.h:20
Definition InteractableSpawnSystemComponent.h:18
FORCEINLINE TArray< AInteractableActor * > GetAllSpawnedInteractableActors() const
Definition InteractableSpawnSystemComponent.h:34
FORCEINLINE AInteractableActor * GetRecentlySpawnInteractableActor() const
Definition InteractableSpawnSystemComponent.h:39
Definition StageManagementSubsystem.h:147