client: student/NPC proxy spawning#12
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Spawns a native Biped_Character dressed from base-game assets (CMBH outfit +
head/hands skin) with harvested swatch MID parameters and a raw idle
AnimSequence without need for StudentManager or live NPCs. Driven by the
game's reflection (ProcessEvent + FProperty offsets); spawns via native
UWorld::SpawnActor (FVector+FRotator overload). Playground "Students" panel
(count, Spawn/Despawn); buttons set thread-safe flags, work runs on the game
thread via ProcessPending() from Playground_Tick.
Reflection plumbing lives in shared core/ue4_reflection.{h,cpp} and
core/ue4_natives.h (single source of truth for the native typedefs/externs;
replaces playground.cpp's local FActorSpawnParameters copy). Registry uses
GUObjectArray index + serial number + pending-kill checks; active count is
mirrored atomically for the render thread; despawn retries while the world
is unavailable instead of dropping live actors.
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Spawns a native Biped_Character dressed from base-game assets (CMBH outfit + head/hands skin) with harvested swatch MID parameters and a raw idle AnimSequence without need for StudentManager or live NPCs. Driven by the game's reflection (ProcessEvent + FProperty offsets); spawns via native UWorld::SpawnActor (FVector+FRotator overload). Playground "Students" panel (count, Spawn/Despawn); buttons set thread-safe flags, work runs on the game thread via ProcessPending() from Playground_Tick.
Reflection plumbing lives in shared core/ue4_reflection.{h,cpp} and core/ue4_natives.h (single source of truth for the native typedefs/externs; replaces playground.cpp's local FActorSpawnParameters copy). Registry uses GUObjectArray index + serial number + pending-kill checks; active count is mirrored atomically for the render thread; despawn retries while the world is unavailable instead of dropping live actors.