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API > API/Plugins > API/Plugins/MassActors
Inheritance Hierarchy
- UActorComponent
- UMassAgentComponent
References
| Module | MassActors |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentComponent.h |
| Include | #include "MassAgentComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=Mass, Meta=(BlueprintSpawnableComponent),
HideCategories=(Sockets, Collision))
class UMassAgentComponent : public UActorComponent
Remarks
There are two primary use cases for this component:
If placed on an AActor blueprint it lets the user specify additional fragments that will be created for entities spawned based on this given blueprint.
If 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 be 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 | ||
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
||
| FMassArchetypeCompositionDescriptor & | |||
| FMassNetworkID | GetNetID () |
||
| const FMassArchetypeCompositionDescriptor & | |||
| FMassEntityTemplateID | |||
| bool | |||
| bool | IsPuppet () |
||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| void | KillEntity
(
const bool bDestroyActor |
||
| void | |||
| void | OnRegister () |
||
| void | OnRep_NetID () |
||
| void | OnUnregister () |
||
| 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 | PostLoad () |
||
| 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 |