TMassClientBubbleTransformHandler

To replicate Transforms make a member variable of this class in your [TClientBubbleHandlerBase](API\Plugins\MassReplication\TClientBubbleHandlerBase) derived class.

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References

Module

MassReplication

Header

/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationTransformHandlers.h

Include

#include "MassReplicationTransformHandlers.h"

Syntax

template<typename AgentArrayItem>
class TMassClientBubbleTransformHandler

Remarks

To replicate Transforms make a member variable of this class in your TClientBubbleHandlerBase derived class. This class is a friend of TMassClientBubblePathHandler. It is meant to have access to the protected data declared there.

Variables

Constructors

Name Description

Public function

TMassClientBubbleTransformHandler

(
    TClientBubbleHandlerBase< AgentArra...
)

Functions

Name Description

Public function Static

void

 

AddRequirementsForSpawnQuery

(
    FMassEntityQuery& InQuery
)

When entities are spawned in Mass by the replication system on the client, a spawn query is used to set the data on the spawned entities.

Public function

void

 

CacheFragmentViewsForSpawnQuery

(
    FMassExecutionContext& InExecConte...
)

Public function

void

 

ClearFragmentViewsForSpawnQuery()

Protected function Static

void

 

SetEntityData

(
    FDataFragment_Transform& Transform...,
    const FReplicatedAgentPositionYawDa...
)

We could easily add support replicating FReplicatedAgentTransformData here if required.

Public function Static

void

 

SetModifiedEntityData

(
    const FMassEntityView& EntityView,
    const FReplicatedAgentPositionYawDa...
)

Call this when an Entity that has already been spawned is modified on the client

Public function Const

void

 

SetSpawnedEntityData

(
    const int32 EntityIdx,
    const FReplicatedAgentPositionYawDa...
)