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Module |
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Header |
/Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationProcessor.h |
Include |
#include "MassRepresentationProcessor.h" |
UCLASS()
class UMassRepresentationProcessor : public UMassProcessor
Name | Description | ||
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bKeepActorExtraFrame |
When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late) |
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bKeepLowResActors |
If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active |
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bSpreadFirstVisualizationUpdate |
If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member |
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CachedEntitySubsystem |
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DefaultRepresentationType |
Default representation when unable to spawn an actor |
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EntityQuery |
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LODRepresentation |
What should be the representation of this entity for each specificLOD |
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float |
NotVisibleUpdateRate |
At what rate should the not visible entity be updated in seconds |
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RepresentationSubsystem |
A cache pointer to the representation subsystem |
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UWorld * |
World |
Caching ptr to our associated world |
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WorldPartitionGridNameContainingCollision |
World Partition grid name to test collision against, default None will be the main grid |
Name | Description | |
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UMassRepresentationProcessor() |
Name | Description | ||
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ConfigureQueries() |
Configure the owned FMassEntityQuery instances to express processor's requirements |
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Execute ( |
Execution method for this processor |
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AActor * |
GetOrSpawnActor ( |
Returns an actor of the template type and setup fragments values from it |
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float |
GetSpawnPriority ( |
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EMassActorSp... |
OnActorPostSpawn ( |
Method that will be bound to a delegate used post-spawn to notify and let the requester configure the actor |
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OnActorPreSpawn ( |
Method that will be bound to a delegate called before the spawning of an actor to let the requester prepare it |
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PostActorSpawned ( |
Method called once the spawning of an actor just occurred, give the processors a chance to configure the actor during the spawn time slicing |
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ReleaseActorOrCancelSpawning ( |
Release the actor to the subsystem, will only release it the actor or spawn request matches the template actor |
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ReleaseAnyActorOrCancelAnySpawning ( |
Release an actor or cancel its spawning (calls ReleaseAnyActorOrCancelAnySpawning) WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. |
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ReleaseAnyActorOrCancelAnySpawning ( |
Release an actor or cancel its spawning WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. |
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SetActorEnabled ( |
Enable/disable a spawned actor |
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TeleportActor ( |
Teleports the actor at the specified transform by preserving its velocity and without collision. |
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FMassVisuali... |
UpdateChunkVisibility ( |
Updates chunk visibility info for later chunk logic optimization |
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UpdateEntityVisibility ( |
Updates entity visibility tag for later chunk logic optimization |
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UpdateRepresentation ( |
Update representation type for each entity, must be called within a ForEachEntityChunk |
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UpdateVisualization ( |
Update representation and visibility for each entity, must be called within a ForEachEntityChunk |
Name | Description | ||
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Initialize ( |
Initialize the processor |