FDataFragment_Actor

Fragment to save the actor pointer of a mass entity if it exist

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Inheritance Hierarchy

References

Module

MassActors

Header

/Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassActorSubsystem.h

Include

#include "MassActorSubsystem.h"

Syntax

USTRUCT()
struct FDataFragment_Actor : public FDataFragment_ObjectWrapper

Remarks

Fragment to save the actor pointer of a mass entity if it exist

Functions

Name Description

Public function Const

const AActor...

 

Get()

Public function

AActor *

 

GetMutable()

Public function

AActor *

 

GetOwnedByMassMutable()

Public function Const

bool

 

IsOwnedByMass()

Public function Const

bool

 

IsValid()

Public function

void

 

ResetAndUpdateHandleMap()

Resets the actor pointed by this fragment, will also keep the map back in MassActorSubsystem up to date

Public function

void

 

ResetNoHandleMapUpdate()

Resets the actor pointed by this fragment, will NOT keep map back in MassActorSubsystem up to date.

Public function

void

 

SetAndUpdateHandleMap

(
    const FMassEntityHandle MassAgent,
    AActor* InActor,
    const bool bInIsOwnedByMass
)

Set the actor associated to a mass agent, will also keep the map back in MassActorSubsystem up to date.

Public function

void

 

SetNoHandleMapUpdate

(
    const FMassEntityHandle MassAgent,
    AActor* InActor,
    const bool bInIsOwnedByMass
)

Set the actor associated to a mass agent, will NOT keep map back in MassActorSubsystem up to date.