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API > API/Plugins > API/Plugins/MassActors
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMassAgentComponent
References
| Module | MassActors |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentComponent.h |
| Include | #include "MassAgentComponent.h" |
Syntax
UCLASS&40;Blueprintable, ClassGroup&61;Mass, Meta&61;&40;BlueprintSpawnableComponent&41;,
HideCategories&61;&40;Sockets, Collision&41;&41;
class UMassAgentComponent : public UActorComponent
Remarks
There are two primary use cases for this component:
If placed on an AActor blueprint can it lets the used specify additional fragments that will be created for entities spawned based on this given blueprint.
If present present on an actor in the world it makes it communicate with the MassSimulation which will create an entity representing given actor. Use case 1) will also applicable in this case. The component is unregistered by default and requires manual enabling via a 'Enable' call
Variables
| Type | Name | Description | |
|---|---|---|---|
| FMassEntityHandle | AgentHandle | ||
| uint32: 1 | bAutoRegisterInEditorMode | ||
| FMassEntityConfig | EntityConfig | ||
| FMassNetworkID | NetID | ||
| FMassArchetypeCompositionDescriptor | PuppetSpecificAddition | Contains all the fragments added to the entity during puppet's initialization. | |
| EAgentComponentState | State | ||
| FMassEntityTemplateID | TemplateID |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | |||
| void | |||
| void | |||
| void | Disable () |
Registers the component with the owner effectively turning it off | |
| void | Enable () |
Registers the component with the owner effectively turning it on. | |
| void | |||
| void | |||
| const FMassEntityConfig & | |||
| FMassEntityHandle | Methods handling the state for actors that needs mass entity creation | ||
| FMassArchetypeCompositionDescriptor & | |||
| FMassNetworkID | GetNetID () |
||
| const FMassArchetypeCompositionDescriptor & | |||
| FMassEntityTemplateID | |||
| bool | |||
| bool | IsPuppet () |
||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| void | KillEntity
(
const bool bDestroyActor |
||
| void | |||
| void | OnRep_NetID () |
||
| void | PausePuppet
(
const bool bPause |
Re-adds/Removes all puppet fragments added on the mass agent This is only supported in Puppet flow | |
| void | |||
| void | |||
| void | |||
| void | Methods handling the state of a server replicated puppet | ||
| void | |||
| void | Support poolable mass agents going into stasis. | ||
| void | SetEntityConfig
(
const FMassEntityConfig& InEntityConfig |
||
| void | SetEntityHandle
(
const FMassEntityHandle NewHandle |
||
| void | SetEntityHandleInternal
(
const FMassEntityHandle NewHandle |
||
| void | SetPuppetHandle
(
const FMassEntityHandle NewHandle |
Methods handling the state of puppet actors that needs fragments initialization | |
| void | SetReplicatedPuppetHandle
(
FMassEntityHandle NewHandle |
||
| void | SwitchToState
(
EAgentComponentState NewState |
||
| void |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |