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Made 'Transform' function argument to optional in blueprints, updated…
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… binaries
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JanSeliv committed Apr 27, 2024
1 parent d24cc40 commit c8fdb04
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Showing 4 changed files with 2 additions and 2 deletions.
Binary file modified Binaries/Win64/UnrealEditor-PoolManager.dll
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Binary file modified Binaries/Win64/UnrealEditor-PoolManager.pdb
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2 changes: 1 addition & 1 deletion Binaries/Win64/UnrealEditor.modules
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@@ -1,5 +1,5 @@
{
"BuildId": "32235091",
"BuildId": "33043543",
"Modules":
{
"PoolManager": "UnrealEditor-PoolManager.dll",
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2 changes: 1 addition & 1 deletion Source/PoolManager/Public/PoolManagerSubsystem.h
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Expand Up @@ -83,7 +83,7 @@ class POOLMANAGER_API UPoolManagerSubsystem : public UWorldSubsystem
* @warning 'SpawnObjectsPerFrame' affects how fast new objects are created, it can be changed in'Project Settings' -> "Plugins" -> "Pool Manager".
* @warning Is custom blueprint node implemented in K2Node_TakeFromPool.h, so can't be overridden and accessible on graph (not inside functions).
* @warning Node's output will node work in for/while loop in blueprints because of Completed delegate: to achieve loop connect output exec to input exec. */
UFUNCTION(BlueprintCallable, Category = "Pool Manager", meta = (BlueprintInternalUseOnly = "true"))
UFUNCTION(BlueprintCallable, Category = "Pool Manager", meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Transform"))
void BPTakeFromPool(const UClass* ObjectClass, const FTransform& Transform, const FOnTakenFromPool& Completed);

/** Is code-overridable alternative version of TakeFromPool() that calls callback functions when the object is ready.
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