Additional Actors¶
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Any knob can display an actor instead of a mesh — when Displayed Object = Actor.
This brings lamps with logic, flags with physics, triggers, particle systems — anything that
is a full actor — into the structure. The actors appear in game only; in the editor they
are not visible.
Parameters (FSCAdditionalActor)¶
| Parameter | Purpose |
|---|---|
| Actor Class | the actor class to spawn (TSubclassOf<AActor>). |
| Scale | an additional scale (FVector), multiplied on top of the spawn transform. |
| Spawn Transform | the computed spawn transform — read-only. |
The Shift and Rotation values come from the settings of the knob the actor is attached to.
Spawn and lifecycle¶
- The actors are spawned in
BeginPlay(theSpawnAdditionalActorsIfNeededmethod), after the geometry is built. - Each spawned actor is attached to the SplineCraft actor and given a tag with the owning
actor's name (
GetFName()). - On a rebuild (
CoreClean) all previously spawned additional actors are destroyed by that tag and spawned again. - At runtime the respawn happens inside
UpdateAfterChangeAnyProperty()(provided Mobility ≠ Static).
Where the Actor mode is available¶
- Posts / Knobs —
Main Static Mesh Configuration → Displayed Object = Actor. - Knobs on sections and tubes (
FSCElementKnob) —Displayed Object = Actor. - Free Knobs — likewise.