Spawner
Non-visible Actor that spawns other Actors until it runs out, time is out, it dies, or something like that.
Properties
Spawner
- bool bActive
- Used by level designers to disable the effects of this actor. False means nothing spawns.
- bool bMonitorWorld
- If true, uses NumToKeepAlive to check the entire level for whatever we spawn, and if some already exist, count those as belonging to us until they go away or something. If false, then NumToKeepAlive only counts for the stuff that we spawn (not anything else that's already in the level)
- bool bRandomizeRate
- Randomizes the rate a bit to shake things up. Goes from SpawnRate/2 to SpawnRate*3/2
- bool bSetActiveAfterTrigger
- If true, we don't start spawning stuff until we're triggered
- bool bSpawnWhenNotSeen
- If true, spawn only when we can't be seen by the player
- int MaxSpawned
- Total number of this that we spawn. Once we spawn this amount we get destroyed. 0 means don't care
- int NumToKeepAlive
- How many to make sure that are alive in the level. 0 means don't care
- float PostTriggerStartTime
- Time we wait before we start spawning after a trigger has turned us on.
- class<Actor> SpawnClass
- Class of thing to spawn. If you are spawning FPSPawns or any subclass, use PawnSpawner instead
- float SpawnRate
- How often to spawn stuff
- Material SpawnSkin
- Skin we give to the newly spawned thing
- Name SpawnTag
- Tag to give to the newly spawned thing
- StaticMesh UseStaticMesh
- StaticMesh to apply to the newly spawned thing