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    <title>ACCoordinator :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cgameumodule/accoordinator/index.html</link>
    <description>Overview ACCoordinator is the main level actor that orchestrates all spawners. It inherits from ACAbstractSpawner and implements ICCoordinatorData. Place one in the level, then call cleanAllThenSpawnGameBoard to build a game board from a previously stored FCBP_GameStruct.&#xA;Struct: FCBoardBreadcrumb Name Description gameBoardName FName of the board to return to playerTag FName of the player tag at the time of transition playerLocation FVector2D of the player position at the time of transition FCBoardBreadcrumb crumb(FName(&#34;Level1&#34;), FName(&#34;MainPlayer&#34;), FVector2D(1000, 2000)); Properties Name Description gameBoardName FName of the current game board being played playerTag FName of the current active player boardBreadcrumb Stack of FCBoardBreadcrumb for level transition backtracking (board name, player tag, location) resourceDatatable Runtime-created UDataTable of FCResourceStruct rows for the current board skillDatatable Runtime-created UDataTable of FCSkillDataStruct rows for the current board biomeNoiseDataAsset UCNoiseDataAsset for biome noise of the current board gameMakerRH Row handle to FCGameMakerStruct (widgets, metadata, objects) playerMakerRH Row handle to FCPlayerMakerStruct for the active player worldMakerRH Row handle to FCWorldSpawnerDataStruct roomClusterRH Row handle to FCRoomClusterStruct hexaMakerRH Row handle to FCHexaSpawnerDataStruct actorMakerRH Row handle to FCNPCMaker fowMakerRH Row handle to FCFOWMakerStruct mapMakerRH Row handle to FCMapMakerStruct Functions Name Description misc Applies display settings (resolution, frame rate, anti-aliasing, quality levels) from a FCBP_Misc struct. Returns self for chaining cleanAllThenSpawnGameBoard Cleans all existing spawners then builds the game board identified by name, seed and player tag reset CallInEditor shortcut that re-spawns the current board with the same seed and settings enterLevelSamePlayer Transitions to another game board keeping the current player tag. Pushes current state to breadcrumb enterLevel Transitions to another game board with a specific player tag. Pushes current state to breadcrumb exitLevel Pops the breadcrumb stack and returns to the previous game board and player location onGameBoardReady BlueprintImplementableEvent fired when all spawners report ready (world built + rooms ready) clean Destroys all spawner actors (player, world, hexa, room, fog, actor, map) spawnAll Spawns all subsystems in order: Player → Fog → Room → World → Hexa → Actor, then broadcasts onAllInstanciated showOrHideMap Toggles the minimap spawner on/off switchPlayer Switches to a different player tag with optional location and blend time init Override of ACAbstractSpawner::init(). Binds to the navigation system’s OnNavigationGenerationFinished delegate storeSpawnerSingleton Registers the coordinator as singleton CNAME_Singleton_Coordinator precheck Validates that CGameInstance, CPlayerController, and CHUD are properly configured. Returns false and logs error if not changeTrackPawn Updates the tracked pawn on all spawners (room, world, hexa, FOW, actor) when the player switches innerCleanAllThenSpawnGameBoard Internal implementation called by cleanAllThenSpawnGameBoard, reset, enterLevel, exitLevel. Handles full board rebuild with optional player location // Place ACCoordinator in the level. // From Blueprint, call misc() then cleanAllThenSpawnGameBoard(): // misc — apply display settings coordinator-&gt;misc(worldContextObject, miscStruct); // cleanAllThenSpawnGameBoard — build a game board // (int seed, FName gameBoardName, FName playerTag) coordinator-&gt;cleanAllThenSpawnGameBoard(42, &#34;Level1&#34;, &#34;MainPlayer&#34;); // enterLevel — transition to another board, breadcrumb is pushed automatically coordinator-&gt;enterLevel(worldContextObject, &#34;Dungeon1&#34;, &#34;MainPlayer&#34;); // exitLevel — pop breadcrumb and return to previous board coordinator-&gt;exitLevel(); // reset — re-spawn current board (CallInEditor) coordinator-&gt;reset(); ICCoordinatorData interface ACCoordinator implements ICCoordinatorData, providing global access to game board data via singleton retrieval.</description>
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    <language>en-us</language>
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