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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectSubsystem.h |
Include |
#include "SmartObjectSubsystem.h" |
UCLASS(Config=Game)
class USmartObjectSubsystem : public UWorldSubsystem
Subsystem that holds all registered smart object instances and offers the API for spatial queries and reservations.
Name | Description | ||
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bInitialCollectionAddedToSimulation |
Flag to indicate that all entries from the baked collection are registered and new registrations will be considered runtime entries (i.e. no persistence) |
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MainCollection |
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NextFreeUserID |
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OnMainCollectionChanged |
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RegisteredSOComponents |
List of registered used to rebuild collection on demand |
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RuntimeCreatedEntries |
Keep track of Ids associated to objects entirely created at runtime (i.e. not part of the initial collection) |
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RuntimeSmartObjects |
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SmartObjectOctree |
Name | Description | |
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USmartObjectSubsystem() |
Name | Description | ||
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AbortAll ( |
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AddToSimulation ( |
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AddToSimulation ( |
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AddToSimulation ( |
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FSmartObject... |
Claim ( |
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FSmartObject... |
Claim ( |
Claim smart object from a valid request result. |
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ComputeBounds ( |
Compute bounds from given world and store result in provided collection |
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DebugGetNumRegisteredComponents() |
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DebugGetNumRuntimeObjects() |
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const TMap< ... |
DebugGetRuntimeObjects() |
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DebugRegisterAllSmartObjects() |
Debugging helpers to add all registered smart objects to the simulation |
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DebugUnregisterAllSmartObjects() |
Debugging helper to remove all registered smart objects from the simulation |
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FSmartObject... |
FindSlot ( |
Goes through all defined slots of a given smart object and finds the first one matching the filter. |
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FSmartObject... |
FindSlot ( |
Goes through all defined slots of smart object represented by SmartObjectRuntime and finds the first one given actor can use. |
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FSmartObject... |
FindSmartObject ( |
Spatial lookup |
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FindSmartObjects ( |
Spatial lookup |
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USmartObject... |
GetCurrent ( |
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ASmartObject... |
GetMainCollection() |
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FSmartObject... |
GetMutableRuntimeSlot ( |
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const FSmart... |
GetOctree() |
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GetSlotLocation ( |
Returns the position (in world space) of the slot associated to the given request result. |
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GetSlotLocation ( |
Returns the position (in world space) of the slot associated to the given claim handle. |
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GetSlotLocation ( |
Returns the position (in world space) of the slot represented by the provided object id and slot index. |
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GetSlotLocation ( |
Returns the position (in world space) of the slot associated to the given claim handle. |
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GetSlotTransform ( |
Returns the transform (in world space) of the slot associated to the given claim handle. |
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GetSlotTransform ( |
Returns the transform (in world space) of the slot represented by the provided object id and slot index. |
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GetSlotTransform ( |
Returns the transform (in world space) of the slot associated to the given request result. |
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GetSlotTransform ( |
Returns the transform (in world space) of the slot associated to the given claim handle. |
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USmartObject... |
GetSmartObjectComponent ( |
Returns the component associated to the claim handle if still accessible. |
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RebuildCollection ( |
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ESmartObject... |
RegisterCollection ( |
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RegisterCollectionInstances() |
Make sure that all SmartObjectCollection actors from our associated world are registered. |
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RegisterSlotInvalidationCallback ( |
Register a callback to be notified if the claimed slot is no longer available and user need to perform cleanup. |
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RegisterSmartObject ( |
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RegisterSmartObjectActor ( |
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Release ( |
Release claim on a smart object. |
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RemoveFromSimulation ( |
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RemoveFromSimulation ( |
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RemoveFromSimulation ( |
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SpawnMissingCollection() |
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UnregisterCollection ( |
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UnregisterSlotInvalidationCallback ( |
Unregisters a callback to be notified if the claimed slot is no longer available and user need to perform cleanup. |
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UnregisterSmartObject ( |
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UnregisterSmartObjectActor ( |
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const USmart... |
Use ( |
Start using a claimed smart object slot. |
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const Defini... |
Use ( |
Start using a claimed smart object slot. |
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const USmart... |
Use ( |
Name | Description | ||
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OnWorldBeginPlay ( |
BeginPlay will push all objects stored in the collection to the runtime simulation and initialize octree using collection bounds. |
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OnWorldComponentsUpdated ( |
Callback overriden to gather loaded collections, spawn missing one and set the main collection. |