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API > API/Plugins > API/Plugins/MassActors
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UMassAgentSubsystem
References
| Module | MassActors |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentSubsystem.h |
| Include | #include "MassAgentSubsystem.h" |
Syntax
UCLASS&40;&41;
class UMassAgentSubsystem : public UWorldSubsystem
Remarks
A subsystem managing communication between Actors and Mass
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< FMassEntityManager > | EntityManager | ||
| UE::MassActor::FMassAgentComponentDelegate | OnMassAgentComponentEntityAssociated | ||
| UE::MassActor::FMassAgentComponentDelegate | OnMassAgentComponentEntityDetaching | ||
| TMap< FMassEntityTemplateID, FMassAgentInitializationQueue > | PendingAgentEntities | ||
| TMap< FMassEntityTemplateID, FMassAgentInitializationQueue > | PendingPuppets | ||
| TMap< FMassNetworkID, TObjectPtr< UMassAgentComponent > > | ReplicatedAgentComponents | ||
| TObjectPtr< UMassReplicationSubsystem > | ReplicationSubsystem | ||
| TObjectPtr< UMassSimulationSubsystem > | SimulationSystem | ||
| TObjectPtr< UMassSpawnerSubsystem > | SpawnerSystem |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UE::MassActor::FMassAgentComponentDelegate & | |||
| UE::MassActor::FMassAgentComponentDelegate & | |||
| void | Processes PendingAgentEntities to initialize fragments of recently created agent entities and PendingPuppets to create and initialize puppet-specific fragments | ||
| void | MakePuppet
(
UMassAgentComponent& AgentComp |
Lets the system know given agent is a puppet (an unreal-side representation of a mass entity) | |
| void | NotifyMassAgentComponentEntityAssociated
(
const UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now associated to a mass entity | |
| void | NotifyMassAgentComponentEntityDetaching
(
const UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now detaching from its mass entity | |
| void | NotifyMassAgentComponentReplicated
(
UMassAgentComponent& AgentComp |
Notifies that this MassAgentComponent is now replicated with a valid NetID | |
| void | OnMassAgentAddedToReplication
(
FMassNetworkID NetID, |
Callback registered to the replication manager when a mass agent is added to the replication (client only) | |
| void | OnMassAgentRemovedFromReplication
(
FMassNetworkID NetID, |
Callback registered to the replication manager when a mass agent is removed from the replication (client only) | |
| void | OnProcessingPhaseStarted
(
const float DeltaSeconds, |
Bound to UMassSimulationSubsystem.OnProcessingPhaseStartedDelegate and called before every processing phase start | |
| 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. | |
| void | ShutdownAgentComponent
(
UMassAgentComponent& AgentComp |
Same as UnregisterAgentComponent, but on top of that it tells the system it will never register again | |
| void | UnregisterAgentComponent
(
UMassAgentComponent& AgentComp |
Removes given AgentComp instance from the system. | |
| 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. |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system | |
| void | Initialize
(
FSubsystemCollectionBase& Collection |
USubsystem BEGIN. |