Navigation
API > API/Plugins > API/Plugins/MassActors
A subsystem managing communication between Actors and Mass
| Name | UMassAgentSubsystem |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentSubsystem.h |
| Include Path | #include "MassAgentSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UMassAgentSubsystem : public UMassSubsystemBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UMassSubsystemBase → UMassAgentSubsystem
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE::MassActor::FMassAgentComponentDelegate & GetOnMassAgentComponentEntityAssociated() |
MassAgentSubsystem.h | ||
UE::MassActor::FMassAgentComponentDelegate & GetOnMassAgentComponentEntityDetaching() |
MassAgentSubsystem.h | ||
void MakePuppet
(
UMassAgentComponent& AgentComp |
Lets the system know given agent is a puppet (an unreal-side representation of a mass entity) | MassAgentSubsystem.h | |
void NotifyMassAgentComponentEntityAssociated
(
const UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now associated to a mass entity | MassAgentSubsystem.h | |
void NotifyMassAgentComponentEntityDetaching
(
const UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now detaching from its mass entity | MassAgentSubsystem.h | |
void NotifyMassAgentComponentReplicated
(
UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now replicated with a valid NetID | MassAgentSubsystem.h | |
FMassEntityTemplateID RegisterAgentComponent
(
UMassAgentComponent& AgentComp |
Registers given AgentComp with the Mass Simulation, including creation of a FMassEntityHandle using UMassAgentComponent.LWComponentList to determine the Archetype to use. | MassAgentSubsystem.h | |
void ShutdownAgentComponent
(
UMassAgentComponent& AgentComp |
Same as UnregisterAgentComponent, but on top of that it tells the system it will never register again | MassAgentSubsystem.h | |
void UnregisterAgentComponent
(
UMassAgentComponent& AgentComp |
Removes given AgentComp instance from the system. | MassAgentSubsystem.h | |
void UpdateAgentComponent
(
const UMassAgentComponent& AgentComp |
Called for AgentComp that has already been registered with the Agent Manager to notify it that AgentComp's Mass-relevant properties had changed, most notably its fragment composition. | MassAgentSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void HandlePendingInitialization() |
Processes PendingAgentEntities to initialize fragments of recently created agent entities and PendingPuppets to create and initialize puppet-specific fragments | MassAgentSubsystem.h | |
void OnMassAgentAddedToReplication
(
FMassNetworkID NetID, |
Callback registered to the replication manager when a mass agent is added to the replication (client only) | MassAgentSubsystem.h | |
void OnMassAgentRemovedFromReplication
(
FMassNetworkID NetID, |
Callback registered to the replication manager when a mass agent is removed from the replication (client only) | MassAgentSubsystem.h | |
void OnProcessingPhaseStarted
(
const float DeltaSeconds, |
Bound to UMassSimulationSubsystem.OnProcessingPhaseStartedDelegate and called before every processing phase start | MassAgentSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
MassAgentSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
USubsystem BEGIN. | MassAgentSubsystem.h |