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Subsystem that keeps track of the latest component hits and allow mass entities to retrieve and handle them
| Name | UMassComponentHitSubsystem |
| Type | class |
| Header File | /Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Public/MassComponentHitSubsystem.h |
| Include Path | #include "MassComponentHitSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UMassComponentHitSubsystem : public UMassTickableSubsystemBase
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → UTickableWorldSubsystem → UMassTickableSubsystemBase → UMassComponentHitSubsystem
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UTickableWorldSubsystem → UMassTickableSubsystemBase → UMassComponentHitSubsystem
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FMassHitResult * GetLastHit
(
const FMassEntityHandle Entity |
MassComponentHitSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnHitCallback
(
UPrimitiveComponent* HitComp, |
MassComponentHitSubsystem.h | ||
void RegisterForComponentHit
(
const FMassEntityHandle Entity, |
MassComponentHitSubsystem.h | ||
void UnregisterForComponentHit
(
FMassEntityHandle Entity, |
MassComponentHitSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
MassComponentHitSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
MassComponentHitSubsystem.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
MassComponentHitSubsystem.h | ||
virtual void Tick
(
float DeltaTime |
MassComponentHitSubsystem.h |