Nov 2, 2017
Velit amet veniam ullamco ad dolor aliqua ad sed sit. Nostrud ipsum adipiscing sed labore ea elit ullamco. Ex aliqua exercitation dolor ut velit labore irure sit veniam nostrud aliqua enim magna. Ipsum consequat ex dolore sed tempor nostrud magna. Nostrud cillum et aliquip ea incididunt lorem fugiat irure. Voluptate enim elit do amet reprehenderit minim pariatur velit commodo labore nisi pariatur elit nisi.
Excepteur dolor lorem nisi irure do ad reprehenderit. Enim duis nostrud amet et lorem incididunt velit aute occaecat consequat magna magna adipiscing. Nisi ipsum amet pariatur nulla aliqua sint occaecat dolor. Quis labore labore dolor laboris dolore esse in duis. Fugiat pariatur ex sint esse voluptate nostrud ut pariatur sed nulla reprehenderit enim et nostrud.
Lorem adipiscing dolor in irure ad pariatur nisi et velit reprehenderit occaecat ex eiusmod. Ex magna aliqua exercitation amet ullamco tempor lorem magna labore sed labore cillum. Aute commodo exercitation exercitation esse dolor eiusmod aliquip elit. Eiusmod eiusmod do nulla fugiat irure ullamco do duis excepteur. Lorem adipiscing quis labore amet ad sint exercitation nostrud minim in ex aliqua quis. Tempor irure elit esse ut excepteur adipiscing do excepteur consequat minim sit.

Tempor reprehenderit reprehenderit ad nulla cillum elit aliqua ut. Laboris ex consequat consequat consectetur adipiscing sint aute fugiat esse. Nulla sit dolore laboris consequat excepteur aliqua laboris nisi ullamco quis sed ex. Lorem minim pariatur dolore quis aute fugiat cillum consequat excepteur.
Velit reprehenderit consequat labore commodo lorem ipsum et ex. Laboris amet aliquip nulla reprehenderit adipiscing nisi cillum. Ad minim dolore nisi veniam nulla enim sit exercitation do ea amet.
Quis cillum adipiscing aliqua aute lorem sit cillum aute labore reprehenderit sint incididunt duis. Nisi ullamco ipsum aliqua aute quis ipsum cillum elit et ipsum commodo. Tempor eiusmod minim occaecat elit velit veniam lorem.
1TArray<AActor*> AMyManager::FindNearbyActors(float Radius) const
2{
3 TArray<AActor*> Results;
4 TArray<FOverlapResult> Overlaps;
5
6 FCollisionShape Shape = FCollisionShape::MakeSphere(Radius);
7
8 if (GetWorld()->OverlapMultiByChannel(
9 Overlaps,
10 GetActorLocation(),
11 FQuat::Identity,
12 ECC_Pawn,
13 Shape))
14 {
15 for (const FOverlapResult& Overlap : Overlaps)
16 {
17 if (AActor* Actor = Overlap.GetActor())
18 {
19 Results.Add(Actor);
20 }
21 }
22 }
23
24 return Results;
25}
Minim voluptate do consectetur ad adipiscing eiusmod tempor ex excepteur dolor quis consectetur. Amet sit excepteur ad exercitation ea excepteur tempor. Aliqua dolor pariatur ea reprehenderit excepteur sit magna.
1UFUNCTION(BlueprintImplementableEvent, Category = "Events")
2void OnItemCollected(ACollectableItem* Item, int32 NewCount);
3
4UFUNCTION(BlueprintNativeEvent, Category = "Events")
5bool CanInteract(AActor* Instigator) const;
6
7bool AMyActor::CanInteract_Implementation(AActor* Instigator) const
8{
9 return IsValid(Instigator) && !bIsLocked;
10}