void ADokController::SpawnWall(EWallType Wall, int32 i, int32 j)
{
	FActorSpawnParameters spawnParams;
	spawnParams.Owner = this;
	spawnParams.Instigator = Instigator;
	AActor* SpawnedWall = nullptr;

	switch (Wall)
	{
		case Up:
			SpawnedWall = GetWorld()->SpawnActor<AActor>(Tile_Wall, FVector((j * 100 - 50) * TileScaling, (i * 100) * TileScaling, 50 * TileScaling), FRotator(90, 0, 0), spawnParams);
			SpawnedWall->AddActorWorldRotation(FRotator(0, 0, 90));
			break;
		case Left:
			SpawnedWall = GetWorld()->SpawnActor<AActor>(Tile_Wall, FVector((j * 100) * TileScaling, (i * 100 - 50) * TileScaling, 50 * TileScaling), FRotator(90, 90, 0), spawnParams);
			SpawnedWall->AddActorWorldRotation(FRotator(90, 0, 0));
			break;
		case Right:
			SpawnedWall = GetWorld()->SpawnActor<AActor>(Tile_Wall, FVector((j * 100) * TileScaling, (i * 100 + 50) * TileScaling, 50 * TileScaling), FRotator(90, 90, 0), spawnParams);
			SpawnedWall->AddActorWorldRotation(FRotator(90, 0, 0));
			break;
		case Down:
			SpawnedWall = GetWorld()->SpawnActor<AActor>(Tile_Wall, FVector((j * 100 + 50) * TileScaling,( i * 100) * TileScaling, 50 * TileScaling), FRotator(90, 0, 0), spawnParams);
			SpawnedWall->AddActorWorldRotation(FRotator(0, 0, 90));
			break;
	}
	SpawnedWall->SetActorScale3D(FVector(SpawnedWall->GetActorScale3D().X * TileScaling, SpawnedWall->GetActorScale3D().Y * TileScaling, SpawnedWall->GetActorScale3D().Z * TileScaling));
}