Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassActorSpawnerSubsystem.h |
Include |
#include "MassActorSpawnerSubsystem.h" |
UCLASS()
class UMassActorSpawnerSubsystem : public UWorldSubsystem
A subsystem managing spawning of actors for all mass subsystems
Name | Description | ||
---|---|---|---|
|
ActorsToDestroy |
||
|
bActorPoolingEnabled |
||
|
DeactivatedActorsToDestroy |
||
|
PooledActors |
||
|
std::atomic< ui... |
RequestSerialNumberCounter |
|
|
SpawnRequestHandleManager |
||
|
SpawnRequests |
Name | Description | ||
---|---|---|---|
|
AddReferencedObjects ( |
||
|
DestroyActor |
Destroy an actor |
|
|
DisableActorPooling() |
||
|
EnableActorPooling() |
||
|
T & |
GetMutableSpawnRequest ( |
Returns the stored spawn request from the handle, useful to update the transform |
|
FMassActorSp... |
GetNextRequestToSpawn() |
Retrieve what would be the next best spawning request to spawn, can be overridden to have different logic Default implementation is the first valid request in the list, no interesting logic yet |
|
const T & |
GetSpawnRequest ( |
Returns the stored spawn request from the handle, useful to update the transform |
|
OnPrePhysicsPhaseFinished ( |
Called at the end of the PrePhysics mass processing phase and calls ProcessPendingDestruction |
|
|
OnPrePhysicsPhaseStarted ( |
Called at the start of the PrePhysics mass processing phase and calls ProcessPendingSpawningRequest |
|
|
ProcessPendingDestruction ( |
Go through the queued actors to destroy and destroy them until we reach the budget |
|
|
ProcessPendingSpawningRequest ( |
Go through the spawning request and spawn them until we reach the budget |
|
|
ReleaseActorToPool ( |
Try releasing this actor to pool if possible |
|
|
ReleaseAllResources() |
||
|
RemoveActorSpawnRequest ( |
Removes a spawn request The only time a spawn request cannot be removed is when its state is processing Also spawn requests are auto removed if you provided a spawn delegate after it was being executed. |
|
|
FMassActorSp... |
RequestActorSpawn ( |
Request an actor to spawn |
|
FMassActorSp... |
RequestActorSpawnInternal ( |
Internal generic request actor spawn to make sure the request derives from FMassActorSpawnRequest |
|
RetryActorSpawnRequest ( |
Retries a failed spawn request |
|
|
AActor * |
SpawnActor ( |
Actual code that will spawn the actor, overridable by subclass if need to be. |
|
AActor * |
SpawnOrRetrieveFromPool ( |
Name | Description | ||
---|---|---|---|
|
Deinitialize() |
Implement this for deinitialization of instances of the system |
|
|
Initialize ( |
USubsystem BEGIN. |