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Kelwanzaucy
andauthored
feat: Add codegen for mass fragments and spawners (#18)
Co-authored-by: Ezekiel Warren <ezekiel@seaube.com>
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Source/Ecsact/Ecsact.Build.cs

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@@ -16,6 +16,7 @@ public EcsactSdkNotFound(Exception inner)
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}
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}
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public class Ecsact : ModuleRules {
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public Ecsact(ReadOnlyTargetRules Target) : base(Target) {
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
@@ -34,6 +35,7 @@ public Ecsact(ReadOnlyTargetRules Target) : base(Target) {
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DynamicallyLoadedModuleNames.AddRange(new string[] {
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"EcsactUnrealCodegenPlugin",
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});
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//
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var EcsactUnrealCodegenPluginPath = Path.Combine(
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ModuleDirectory,

Source/Ecsact/Public/EcsactUnreal/EcsactRunner.cpp

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@@ -183,8 +183,6 @@ auto UEcsactRunner::OnEntityCreatedRaw(
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) -> void {
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auto self = static_cast<ThisClass*>(callback_user_data);
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UE_LOG(Ecsact, Error, TEXT("OnEntityCreatedRaw"));
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auto create_callback =
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self->CreateEntityCallbacks.Find(placeholder_entity_id);
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if(create_callback) {

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