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| UObjectBase
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Module |
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Header |
/Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/MLAdapterManager.h |
Include |
#include "MLAdapterManager.h" |
UCLASS(Transient)
class UMLAdapterManager :
public UObject,
public FTickableGameObject,
public FSelfRegisteringExec
Name | Description | ||
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uint32: 1 |
bCommonFunctionsAdded |
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uint32: 1 |
bTickWorldManually |
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CurrentFunctionMode |
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CurrentPort |
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CurrentServerThreads |
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Data |
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UWorld * |
LastActiveWorld |
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Librarian |
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OnAddClientFunctions |
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OnAddServerFunctions |
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OnCurrentSessionChanged |
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RequestedFunctionMode |
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Session |
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StepsRequested |
Is the manager is in 'manual ticking mode' (where external client is responsible for progressing the world sim by calling 'request_world_tick' function) the simulation will progress by StepsRequested ticks before pausing |
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float |
WorldFPS |
Name | Description | |
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UMLAdapterManager ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
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IsTickableWhenPaused() |
Used to determine if an object should be ticked when the game is paused. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Virtual that can be overloaded by the inheriting class. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |
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Tick ( |
FTickableGameObject begin. |
Name |
Description |
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FOnGenericEvent |
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FOnGenericRPCServerDelegate |
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FRPCFunctionBind |
Name |
Description |
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ManagerInstance |
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OnPostInit |