FMassVisualizationChunkFragment

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Inheritance Hierarchy

FMassChunkFragment

FMassVisualizationChunkFragment

References

Module

MassLOD

Header

/Engine/Plugins/Runtime/MassGameplay/Source/MassLOD/Public/MassLODTypes.h

Include

#include "MassLODTypes.h"

Syntax

USTRUCT()
struct FMassVisualizationChunkFragment : public FMassChunkFragment

Variables

Name Description

Protected variable

bool

 

bContainsNewlyVisibleEntity

Not visible chunks, might contains entity that are newly visible and not yet moved.

Protected variable

float

 

DeltaTime

Not visible chunks delta time until next update

Protected variable

EMassVisibility

 

Visibility

Visibility of the current chunk, should never change

Functions

Name Description

Public function Const

bool

 

AreAnyEntitiesVisible()

Returns if there could be a visible entities in that chunk

Public function Static

bool

 

AreAnyEntitiesVisibleInChunk

(
    const FMassExecutionContext& Conte...
)

Fetched existing chunk fragment to know if there is a possibility of a an entity that is visible In the case that there is not chunk information, we cannot assume that all entities are not visible.

Public function Const

float

 

GetDeltaTime()

Public function Const

EMassVisibil...

 

GetVisibility()

Public function

void

 

SetContainsNewlyVisibleEntity

(
    bool bInContainsNewlyVisibleEntity
)

Public function

void

 

SetVisibility

(
    const EMassVisibility InVisibility
)

Public function Const

bool

 

ShouldUpdateVisualization()

Representation type of all currently visible entities are always updated But as an optimization, we use a frequency check on the not visible one.

Public function Static

bool

 

ShouldUpdateVisualizationForChunk

(
    const FMassExecutionContext& Conte...
)

ShouldUpdateVisualizationForChunk

Public function

void

 

Update

(
    float InDeltaTime
)