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Bit-Rot avatar Bit-Rot commented on June 19, 2024

Note that this issues section is for issues specific to the GASDocumentation repo, not for general unreal dev issues or general c++ issues.

What you're looking at is a common c++ technique. Do a search for "c++ pass by value vs by reference" and "c++ pointers" for resources on this issue.

TL;DR: You're passing a AActor pointer by reference to BeginSpawningActor(). Begin SpawningActor() sets the value of that pointer to the AActor it just spawned. You can then do whatever you want with it before calling FinishSpawningActor(). Or, if you don't need to do anything special with it between spawn time and blueprint construction script, you can just call SpawnActor() in one go.

from gasdocumentation.

ughstudios avatar ughstudios commented on June 19, 2024

Makes sense. Actually, I had to call BeginSpawningActor() and FinishSpawningActor() for it to work.

from gasdocumentation.

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