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This class will allow us to replicate Mass data based on the fidelity required for each player controller. There is one AMassReplicationActor per PlayerController and which is also its owner.
| Name | AMassCrowdClientBubbleInfo |
| Type | class |
| Header File | /Engine/Plugins/AI/MassCrowd/Source/MassCrowd/Public/MassCrowdBubble.h |
| Include Path | #include "MassCrowdBubble.h" |
Syntax
UCLASS (MinimalAPI)
class AMassCrowdClientBubbleInfo : public AMassClientBubbleInfoBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → AMassClientBubbleInfoBase → AMassCrowdClientBubbleInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMassCrowdClientBubbleInfo
(
const FObjectInitializer& ObjectInitializer |
MassCrowdBubble.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMassCrowdClientBubbleSerializer & GetCrowdSerializer() |
MassCrowdBubble.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
MassCrowdBubble.h |