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Module |
|
Header |
/Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationProcessor.h |
Include |
#include "MassRepresentationProcessor.h" |
Source |
/Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Private/MassRepresentationProcessor.cpp |
static void ReleaseAnyActorOrCancelAnySpawning
(
UMassRepresentationSubsystem & RepresentationSubsystem,
const FMassEntityHandle MassAgent,
FDataFragment_Actor & ActorInfo,
FMassRepresentationFragment & Representation
)
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. So any reference to fragment might become invalid if you are not within the pipe execution
Parameter |
Description |
---|---|
RepresentationSubsystem |
to use to release any actors or cancel spawning requests |
MassAgent |
is the handle to the associated mass agent |
ActorInfo |
is the fragment where we are going to store the actor pointer |
Representation |
fragment containing the current and previous visual state |