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Used to replicate path following by your UMassReplicationProcessorBase derived class. This class should only get used on the server.
| Name | FMassReplicationProcessorPathHandler |
| Type | class |
| Header File | /Engine/Plugins/AI/MassAI/Source/MassAIReplication/Public/MassReplicationPathHandlers.h |
| Include Path | #include "MassReplicationPathHandlers.h" |
Syntax
class FMassReplicationProcessorPathHandler
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LaneLocationList | TArrayView< FMassZoneGraphLaneLocationFragment > | MassReplicationPathHandlers.h | ||
| MoveTargetList | TArrayView< FMassMoveTargetFragment > | MassReplicationPathHandlers.h | ||
| PathRequestList | TArrayView< FMassZoneGraphPathRequestFragment > | MassReplicationPathHandlers.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddEntity
(
const int32 EntityIdx, |
Set the replicated path data when we are adding an entity to the client bubble. | MassReplicationPathHandlers.h | |
void CacheFragmentViews
(
FMassExecutionContext& ExecContext |
Cache any component views you want to, this will get called before we iterate through entities. | MassReplicationPathHandlers.h | |
void ModifyEntity
(
const FMassReplicatedAgentHandle Handle, |
Set the replicated path data when we are modifying an entity that already exists in the client bubble. | MassReplicationPathHandlers.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddRequirements
(
FMassEntityQuery& InQuery |
Adds the requirements for the path following to the query. | MassReplicationPathHandlers.h |