# Be the first to post for 'Generating Random Numbers'!

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Heyo,

Lots of magic numbers in this lecture. While the size is certainly static for now, if a designer wanted to change the size of the Tile in some way, this code would break, making it pretty brittle. Could we have a lecture added to read the bounds of the tile dynamically?

Thanks!

Thanks so much for pointing this out.

@sampattuzzi can you check for magic numbers, parameterise, annotate video and fix in future video please. The problem is here…

``````void ATile::PlaceActors() {
FVector Min(0, -2000, 0);
FVector Max(4000, 2000, 0);
FBox Bounds(Min, Max);
for (size_t i = 0; i < 20; i++)
{
FVector SpawnPoint = FMath::RandPointInBox(Bounds);
UE_LOG(LogTemp, Warning, TEXT("SpawnPoint: %s"), *SpawnPoint.ToCompactString())
}
}``````

``````void ATile::PlaceActors(TSubclassOf<AActor> ToSpawn, int MinSpawn, int MaxSpawn, float Radius, float MinScale, float MaxScale)
{
int NumberToSpawn = FMath::RandRange(MinSpawn, MaxSpawn);
for (size_t i = 0; i < NumberToSpawn; i++)
{
FVector SpawnPoint;
float RandomScale = FMath::RandRange(MinScale, MaxScale);
bool found = FindEmptyLocation(SpawnPoint, Radius * RandomScale);
if (found) {
float RandomRotation = FMath::RandRange(-180.f, 180.f);
PlaceActor(ToSpawn, SpawnPoint, RandomRotation, RandomScale);
}
}
}
``````

Not quite. I have indeed hardcoded the bounds of the tile. That should be exposed, my bad. Will fix it in the next lecture we touch the tile class.