15UCLASS(Abstract, BlueprintType, Blueprintable, EditInlineNew)
21 virtual void PlacePlayer(ULevel* InLevel,
const FPrimaryAssetId& LevelAssetID) PURE_VIRTUAL(ULevelPlayerPlacer::PlacePlayer,);
24 void PlacePlayerAtTransform(UWorld* InWorld,
const FPrimaryAssetId& LevelAssetID,
const FTransform& SpawnTransform);
28 APawn* EnsurePlayerPawn(UWorld* InWorld,
const FPrimaryAssetId& LevelAssetID,
const FTransform& SpawnTransform,
bool& bOutSpawned);
30 bool CanPlacePlayerAtTransform(UWorld* InWorld,
const FTransform& SpawnTransform)
const;
31 void SchedulePlacementRetry(UWorld* InWorld,
const FPrimaryAssetId& LevelAssetID,
const FTransform& SpawnTransform);
34 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Placement|Trace", meta = (ClampMin =
"0.0"))
35 float PlacementTraceStartOffsetZ = 0.0f;
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Placement|Trace", meta = (ClampMin = "0.0"))
38 float PlacementTraceEndOffsetZ = 150.0f;
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Placement|Trace", meta = (ClampMin = "0.0"))
41 float PlacementRetryInterval = 0.1f;