Why use it
It provides direct, allocation-conscious access to compiled Blueprint execution and object interaction. No exception-based error path is implied by the signature.
EPOK RUNTIME
Function · 1 overload
Bounded actor spawn for the SpawnActor node.
inline ObjectId spawn_actor(Actor* context, uint64_t class_id, ObjectId logical_parent)Bounded actor spawn for the SpawnActor node.
| Parameter | Type | Meaning |
|---|---|---|
context | Actor * | Value supplied for context. Keep referenced or pointed-to data valid for the complete call. |
class_id | uint64_t | Value supplied for class_id. Keep referenced or pointed-to data valid for the complete call. |
logical_parent | ObjectId | Value supplied for logical_parent. Keep referenced or pointed-to data valid for the complete call. |
Returns: ObjectId. Check the value before continuing when it represents success, availability or a resource handle.
#include "actor_blueprint.hpp"
// Assume these named values have been initialized with valid data:
// Actor * context
// uint64_t class_id
// ObjectId logical_parent
auto result = epok::bp::spawn_actor(context, class_id, logical_parent);It provides direct, allocation-conscious access to compiled Blueprint execution and object interaction. No exception-based error path is implied by the signature.
Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/actor_blueprint.hpp:73
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