Comments (2)
When you call Update, it iterates over regions within some distance (https://github.com/AndrewScheidecker/BrickGame/blob/master/Plugins/BrickGrid/Source/BrickGrid/Private/BrickGridComponent.cpp#L360), and calls the provided InitRegion delegate for any regions that haven't been initialized yet (https://github.com/AndrewScheidecker/BrickGame/blob/master/Plugins/BrickGrid/Source/BrickGrid/Private/BrickGridComponent.cpp#L387).
The FBrickGrid_InitRegion delegate type is declared here: https://github.com/AndrewScheidecker/BrickGame/blob/master/Plugins/BrickGrid/Source/BrickGrid/Classes/BrickGridComponent.h#L219
You can find general information about UE4's delegate system here: https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Delegates/index.html#declaringdelegates
The BrickGrid blueprint just calls Update with a delegate that passes the region coordinates through to UBrickTerrainGenerationLibrary::InitRegion along with a pointer to the brick grid and the terrain generation parameters.
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Thank you for the information @AndrewScheidecker. It really helped me wrap my head around how the delegates were setup in the project.
I did some experimenting and I finally ended up with this in my InitGridRenderingAndCollision() method.
FBrickGrid_InitRegion myDelgate;
myDelgate.BindUFunction(this, "InitRegion");
BrickGridComp->Update(UGameplayStatics::GetPlayerCameraManager(this, 0)->TransformComponent->GetComponentLocation(), MaxDrawDistance, MaxCollisionDistance, 100, myDelgate);
It does compile properly, but I am still a bit unsure on some of the details, so it will take future testing to determine whether or not this solution works.
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Related Issues (20)
- UnrealEngine 4.10.3 HOT 18
- Water Simulation? HOT 115
- Scheidecker's pull request with Epic HOT 4
- Support for navigation mesh HOT 3
- Graphic card gets really loud on latest commit?
- Emissive glow bock doesn't light up shadows? HOT 5
- Support for complexe shape HOT 70
- Faster compile time HOT 3
- About adding a water material HOT 1
- How to add AO when using different vertex struct
- Linux support? HOT 1
- About recompiling the plugin
- Random buffer overruns HOT 1
- Current Unreal branch?
- Crash on UE_4.15 OSX HOT 7
- About using less vertices
- Using with NavMesh volumes for IA.
- Issue Cannot Build Game HOT 19
- "GetStaticBatchElementShadowVisibility()" removed at engine 4.17 update
- Build Instructions HOT 1
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