UMassSignalSubsystem

A subsystem for handling Signals in Mass

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Inheritance Hierarchy

References

Module

MassSignals

Header

/Engine/Plugins/Runtime/MassGameplay/Source/MassSignals/Public/MassSignalSubsystem.h

Include

#include "MassSignalSubsystem.h"

Syntax

UCLASS()
class UMassSignalSubsystem : public UTickableWorldSubsystem

Remarks

A subsystem for handling Signals in Mass

Variables

Name Description

Protected variable

TArray< FDelaye...

 

DelayedSignals

Protected variable

TMap< FName, UE...

 

NamedSignals

Functions

Name Description

Public function

void

 

DelaySignalEntities

(
    FName SignalName,
    TConstArrayView< FMassEntityHandle ...,
    const float DelayInSeconds
)

Inform multiple entities of a signal being raised in a certain amount of seconds

Public function

void

 

DelaySignalEntitiesDeferred

(
    FMassExecutionContext& Context,
    FName SignalName,
    TConstArrayView< FMassEntityHandle ...,
    const float DelayInSeconds
)

Inform multiple entities of a signal being raised asynchronously using the Mass Command Buffer

Public function

void

 

DelaySignalEntity

(
    FName SignalName,
    const FMassEntityHandle Entity,
    const float DelayInSeconds
)

Inform a single entity of a signal being raised in a certain amount of seconds

Public function

void

 

DelaySignalEntityDeferred

(
    FMassExecutionContext& Context,
    FName SignalName,
    const FMassEntityHandle Entity,
    const float DelayInSeconds
)

Inform single entity of a signal being raised asynchronously using the Mass Command Buffer

Public function

UE::MassSign...

 

GetSignalDelegateByName

(
    FName SignalName
)

Retrieve the delegate dispatcher from the signal name

Public function

void

 

SignalEntities

(
    FName SignalName,
    TConstArrayView< FMassEntityHandle ...
)

Inform multiple entities of a signal being raised

Public function

void

 

SignalEntitiesDeferred

(
    FMassExecutionContext& Context,
    FName SignalName,
    TConstArrayView< FMassEntityHandle ...
)

Inform multiple entities of a signal being raised asynchronously using the Mass Command Buffer

Public function

void

 

SignalEntity

(
    FName SignalName,
    const FMassEntityHandle Entity
)

Inform a single entity of a signal being raised

Public function

void

 

SignalEntityDeferred

(
    FMassExecutionContext& Context,
    FName SignalName,
    const FMassEntityHandle Entity
)

Inform single entity of a signal being raised asynchronously using the Mass Command Buffer

Overridden from FTickableObjectBase

Name Description

Protected function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Protected function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Classes

Name

Description

Protected struct

FDelayedSignal