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API > API/Plugins > API/Plugins/MassActors
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.
| Name | UMassAgentComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentComponent.h |
| Include Path | #include "MassAgentComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, ClassGroup=Mass, Meta=(BlueprintSpawnableComponent),
HideCategories=(Sockets, Collision))
class UMassAgentComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMassAgentComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassAgentComponent() |
MassAgentComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearEntityHandle() |
MassAgentComponent.h | ||
void ClearReplicatedPuppetHandle() |
MassAgentComponent.h | ||
void Disable() |
Registers the component with the owner effectively turning it off | MassAgentComponent.h |
|
void Enable () |
Registers the component with the owner effectively turning it on. | MassAgentComponent.h |
|
void EntityCreationAborted() |
MassAgentComponent.h | ||
void EntityCreationPending() |
MassAgentComponent.h | ||
const FMassEntityConfig & GetEntityConfig() |
MassAgentComponent.h | ||
FMassEntityHandle GetEntityHandle() |
Methods handling the state for actors that needs mass entity creation | MassAgentComponent.h | |
FMassArchetypeCompositionDescriptor & GetMutablePuppetSpecificAddition() |
MassAgentComponent.h | ||
FMassNetworkID GetNetID() |
MassAgentComponent.h | ||
const FMassArchetypeCompositionDescriptor & GetPuppetSpecificAddition() |
MassAgentComponent.h | ||
FMassEntityTemplateID GetTemplateID() |
MassAgentComponent.h | ||
bool IsEntityPendingCreation() |
MassAgentComponent.h | ||
bool IsPuppet() |
MassAgentComponent.h | ||
bool IsPuppetPaused() |
MassAgentComponent.h | ||
bool IsPuppetPendingInitialization() |
MassAgentComponent.h | ||
bool IsPuppetReplicationPending() |
MassAgentComponent.h | ||
bool IsReadyForPooling() |
MassAgentComponent.h | ||
void KillEntity
(
const bool bDestroyActor |
MassAgentComponent.h |
|
|
void MakePuppetAReplicatedOrphan() |
MassAgentComponent.h | ||
virtual void OnRep_NetID() |
MassAgentComponent.h | ||
void PausePuppet
(
const bool bPause |
Re-adds/Removes all puppet fragments added on the mass agent This is only supported in Puppet flow | MassAgentComponent.h | |
void PuppetInitializationAborted() |
MassAgentComponent.h | ||
void PuppetInitializationDone() |
MassAgentComponent.h | ||
void PuppetInitializationPending() |
MassAgentComponent.h | ||
void PuppetReplicationPending() |
Methods handling the state of a server replicated puppet | MassAgentComponent.h | |
void PuppetUnregistrationDone() |
MassAgentComponent.h | ||
void RegisterWithAgentSubsystem() |
Support poolable mass agents going into stasis. | MassAgentComponent.h | |
void SetEntityConfig
(
const FMassEntityConfig& InEntityConfig |
MassAgentComponent.h | ||
void SetEntityHandle
(
const FMassEntityHandle NewHandle |
MassAgentComponent.h | ||
void SetPuppetHandle
(
const FMassEntityHandle NewHandle |
Methods handling the state of puppet actors that needs fragments initialization | MassAgentComponent.h | |
void SetReplicatedPuppetHandle
(
FMassEntityHandle NewHandle |
MassAgentComponent.h | ||
void UnregisterWithAgentSubsystem() |
MassAgentComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
MassAgentComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearEntityHandleInternal() |
MassAgentComponent.h | ||
void DebugCheckStateConsistency() |
MassAgentComponent.h | ||
void SetEntityHandleInternal
(
const FMassEntityHandle NewHandle |
MassAgentComponent.h | ||
void SwitchToState
(
EAgentComponentState NewState |
MassAgentComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegister() |
MassAgentComponent.h | ||
virtual void OnUnregister() |
MassAgentComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
const bool bDuplicateForPIE |
MassAgentComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MassAgentComponent.h | ||
virtual void PostInitProperties() |
MassAgentComponent.h | ||
virtual void PostLoad() |
MassAgentComponent.h |