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Draft: Test/clang format

Closed David Gilbert requested to merge test/clang_format into dev/5.3
3 files
+ 48
29
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@@ -8,13 +8,13 @@
// Sets default values
ACaveSetup::ACaveSetup()
{
ACaveSetup::ACaveSetup(){
PrimaryActorTick.bCanEverTick = false;
SetActorEnableCollision(false);
SetActorEnableCollision (false );
// Actor needs to replicate, as it is attached to the pawn on the server.
bReplicates = true;
bReplicates =
true;
}
// Called when the game starts or when spawned
@@ -30,20 +30,18 @@ void ACaveSetup::BeginPlay()
// Spawn all actors that are set in the blueprint asset.
for (const auto ActorClass : ActorsToSpawnOnCave)
{
if (const auto World = GetWorld())
{
const auto Actor = World->SpawnActor(ActorClass);
Actor->AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
UE_LOGFMT(LogTemp, Display, "CaveSetup: Spawned Actor {Actor} on the Cave and attached it.",
if (const auto World = GetWorld()) {
const auto Actor = World->SpawnActor(ActorClass );
Actor->AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale); UE_LOGFMT(LogTemp, Display, "CaveSetup: Spawned Actor {Actor} on the Cave and attached it.",
Actor->GetName());
}
}
// Apply the DTrack LiveLink Preset. Only do this if we are the primaryNode
if (URWTHVRUtilities::IsPrimaryNode())
if (URWTHVRUtilities::IsPrimaryNode())
{
if (LiveLinkPresetToApplyOnCave && LiveLinkPresetToApplyOnCave->IsValidLowLevelFast())
if(LiveLinkPresetToApplyOnCave && LiveLinkPresetToApplyOnCave->IsValidLowLevelFast())
{
LiveLinkPresetToApplyOnCave->ApplyToClientLatent();
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