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Used on Clients to handle actor spawning synchronized with the Server. At the moment it boils down to storing actor spawning requests and putting them in Pending state until the server-spawned actor gets replicated over to the Client.
| Name | UClientInstancedActorsSpawnerSubsystem |
| Type | class |
| Header File | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Public/ClientInstancedActorsSpawnerSubsystem.h |
| Include Path | #include "ClientInstancedActorsSpawnerSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UClientInstancedActorsSpawnerSubsystem : public UMassActorSpawnerSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UMassSubsystemBase → UMassActorSpawnerSubsystem → UClientInstancedActorsSpawnerSubsystem
Functions
Protected
Overridden from UMassActorSpawnerSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ReleaseActorToPool
(
AActor* Actor |
ClientInstancedActorsSpawnerSubsystem.h | ||
virtual ESpawnRequestStatus SpawnActor
(
FConstStructView SpawnRequestView, |
ClientInstancedActorsSpawnerSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
ClientInstancedActorsSpawnerSubsystem.h |