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API > API/Plugins > API/Plugins/MassEntity
References
| Module | MassEntity |
| Header | /Engine/Plugins/Runtime/MassEntity/Source/MassEntity/Public/MassProcessorDependencySolver.h |
| Include | #include "MassProcessorDependencySolver.h" |
Syntax
struct FMassProcessorDependencySolver
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FNode > | AllNodes | ||
| bool | bAnyCyclesDetected | ||
| const bool | bGameRuntime | ||
| const bool | bSingleThreadTarget | Indicates whether we're generating processor order to be run in single- or multi-threaded environment (usually this meas Dedicated Server vs Any other configuration). | |
| FString | DependencyGraphFileName | ||
| TMap< FName, int32 > | NodeIndexMap | ||
| TArrayView< UMassProcessor *const > | Processors |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FMassProcessorDependencySolver
(
TArrayView< UMassProcessor*const > InProcessors, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| int32 | CreateNodes
(
UMassProcessor& Processor |
||
| void | CreateSubGroupNames
(
FName InGroupName, |
||
| bool | IsResultUpToDate
(
const FResult& InResult, |
Determines whether the dependency solving that produced InResult will produce different results if run with a given EntityManager | |
| bool | |||
| void | LogNode
(
const FNode& Node, |
||
| bool | PerformSolverStep
(
FResourceUsage& ResourceUsage, |
Traverses InOutIndicesRemaining in search of the first RootNode's node that has no dependencies left. | |
| void | ResolveDependencies
(
TArray< FMassProcessorOrderInfo >& OutResult, |
||
| void | Solve
(
TArray< FMassProcessorOrderInfo >& OutResult |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FResult | Optionally returned by ResolveDependencies and contains information about processors that have been pruned and other potentially useful bits. |