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A subsystem managing StateTree assets in Mass
| Name | UMassStateTreeSubsystem |
| Type | class |
| Header File | /Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Public/MassStateTreeSubsystem.h |
| Include Path | #include "MassStateTreeSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UMassStateTreeSubsystem : public UMassSubsystemBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UMassSubsystemBase → UMassStateTreeSubsystem
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMassStateTreeInstanceHandle AllocateInstanceData
(
const UStateTree* StateTree |
Allocates new instance data for specified StateTree. | MassStateTreeSubsystem.h | |
void FreeInstanceData
(
const FMassStateTreeInstanceHandle Handle |
Frees instance data. | MassStateTreeSubsystem.h | |
FStateTreeInstanceData * GetInstanceData
(
const FMassStateTreeInstanceHandle Handle |
MassStateTreeSubsystem.h | ||
bool IsValidHandle
(
const FMassStateTreeInstanceHandle Handle |
MassStateTreeSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateProcessorForStateTree
(
TNotNull< const UStateTree* > StateTree |
Gathers Mass-relevant processing requirements from StateTree and spawns a dynamic processor to handle entities using this given asset | MassStateTreeSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
USubsystem BEGIN. | MassStateTreeSubsystem.h |