// Fill out your copyright notice in the Description page of Project Settings. #include "GameModes/LuckyRobotsGameMode.h" #include "Core/LuckyRobotsGameInstance.h" #include "FunctionLibraries/LuckyRobotsFunctionLibrary.h" void ALuckyRobotsGameMode::BeginPlay() { Super::BeginPlay(); ULuckyRobotsFunctionLibrary::UpdateQualitySettings(this); } UClass* ALuckyRobotsGameMode::GetDefaultPawnClassForController_Implementation(AController* InController) { UClass* RobotClass = Super::GetDefaultPawnClassForController_Implementation(InController); ERobotsName CurrentRobot = ERobotsName::None; ULuckyRobotsGameInstance* GameInstance = Cast(GetGameInstance()); if (GameInstance) { CurrentRobot = GameInstance->CurrentSelectRobot; } if (CurrentRobot != ERobotsName::None) { TArray ActiveRobotDataList = ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(this); for (const FRobotData& RobotData : ActiveRobotDataList) { if (RobotData.Name == CurrentRobot) { RobotClass = RobotData.RobotClass; break; } } } return RobotClass; }