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To replicate path following make a member variable of this class in your FReplicatedAgentBase derived class. In the FReplicatedAgentBase derived class you must also provide an accessor function FReplicatedAgentPathData& GetReplicatedPathDataMutable().
| Name | FReplicatedAgentPathData |
| Type | struct |
| Header File | /Engine/Plugins/AI/MassAI/Source/MassAIReplication/Public/MassReplicationPathHandlers.h |
| Include Path | #include "MassReplicationPathHandlers.h" |
Syntax
USTRUCT ()
struct FReplicatedAgentPathData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassReplicationPathHandlers.h | |||
FReplicatedAgentPathData
(
const FMassZoneGraphPathRequestFragment& RequestFragment, |
MassReplicationPathHandlers.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Action | EMassMovementAction | Current movement action. | MassReplicationPathHandlers.h |
|
| ActionID | uint16 | MassReplicationPathHandlers.h |
|
|
| ActionServerStartTime | double | Server time in seconds when the action started. | MassReplicationPathHandlers.h |
|
| DesiredSpeed | FMassInt16Real | Requested movement speed. | MassReplicationPathHandlers.h |
|
| DistanceAlongLane | float | Distance along current lane. | MassReplicationPathHandlers.h |
|
| LaneHandle | FZoneGraphLaneHandle | Handle to current lane. | MassReplicationPathHandlers.h |
|
| LaneLength | float | Cached lane length, used for clamping and testing if at end of lane. | MassReplicationPathHandlers.h |
|
| PathRequest | FZoneGraphShortPathRequest | MassReplicationPathHandlers.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyToEntity
(
const UWorld& InWorld, |
MassReplicationPathHandlers.h | ||
void InitEntity
(
const UWorld& InWorld, |
MassReplicationPathHandlers.h |