// Fill out your copyright notice in the Description page of Project Settings. #include "ResComLevelPackLoader.h" // Sets default values AResComLevelPackLoader::AResComLevelPackLoader() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.TickInterval = 0.5f; } // Called when the game starts or when spawned void AResComLevelPackLoader::BeginPlay() { Super::BeginPlay(); } // Called every frame void AResComLevelPackLoader::Tick(float DeltaTime) { Super::Tick(DeltaTime); /*if (packLoading->IsLoaded()) { Destroy(); }*/ } //void AResComLevelPackLoader::LoadPack(FFloorPack* pack) //{ // FLatentActionInfo latentInfo; // latentInfo.CallbackTarget = this; // latentInfo.UUID = 0; // latentInfo.Linkage = 0; /*latentInfo.ExecutionFunction = "OnLevelPreview"; for (auto& level : pack.levelsPreview) { ++queueElem.visibleCnt; ++latentInfo.UUID; UGameplayStatics::LoadStreamLevel(this, *level, true, true, latentInfo); } latentInfo.ExecutionFunction = "OnLevelVisible"; for (auto& level : pack.levelsShouldBeVisible) { ++queueElem.previewCnt; ++latentInfo.UUID; UGameplayStatics::LoadStreamLevel(this, *level, true, true, latentInfo); } latentInfo.ExecutionFunction = "OnLevelLoaded"; for (auto& level : pack.levelsShouldBeLoaded) { queueElem.loadedCnt; ++latentInfo.UUID; UGameplayStatics::LoadStreamLevel(this, *level, true, true, latentInfo); } return true;*/ //}