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PoolWorldSubsystem.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Subsystems/WorldSubsystem.h"
7#include "PoolWorldSubsystem.generated.h"
8
9USTRUCT()
11{
12 GENERATED_BODY()
13
14public:
15 UPROPERTY()
16 TArray<TObjectPtr<AActor>> InactiveActors;
17};
18
19
20UCLASS()
21class CK_UE_API UPoolWorldSubsystem : public UWorldSubsystem
22{
23 GENERATED_BODY()
24public:
25 virtual void OnWorldBeginPlay(UWorld& InWorld) override;
26
27 UFUNCTION(BlueprintCallable, Category = "ObjectPool")
28 AActor* GetActorFromPool(TSubclassOf<AActor> ActorClass, FVector Location, FRotator Rotation);
29
30 UFUNCTION(BlueprintCallable, Category = "ObjectPool")
31 void ReturnActorToPool(AActor* ActorToReturn);
32
33private:
34 AActor* CreateActorAndSetup(TSubclassOf<AActor> ActorClass, UWorld* World);
35
36private:
37 UPROPERTY()
38 TMap<TSubclassOf<AActor>, FObjectPool> ObjectPools;
39
40};
Definition PoolWorldSubsystem.h:22
Definition PoolWorldSubsystem.h:11