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API > API/Plugins > API/Plugins/MassEntity
Inheritance Hierarchy
- UWorldSubsystem
- UMassSubsystemBase
- UMassActorSpawnerSubsystem
- UClientInstancedActorsSpawnerSubsystem
- UMassCrowdSpawnerSubsystem
- UServerInstancedActorsSpawnerSubsystem
- UMassActorSubsystem
- UMassAgentSubsystem
- UMassCrowdSubsystem
- UMassDebuggerSubsystem
- UMassEntitySubsystem
- UMassLODSubsystem
- UMassNavigationSubsystem
- UMassReplicationSubsystem
- UMassRepresentationSubsystem
- UInstancedActorsRepresentationSubsystem
- UMassCrowdRepresentationSubsystem
- UMassSimulationSubsystem
- UMassSpawnerSubsystem
- UMassStateTreeSubsystem
References
| Module | MassEntity |
| Header | /Engine/Plugins/Runtime/MassEntity/Source/MassEntity/Public/MassSubsystemBase.h |
| Include | #include "MassSubsystemBase.h" |
Syntax
UCLASS (Abstract)
class UMassSubsystemBase : public UWorldSubsystem
Remarks
The sole responsibility of this world subsystem class is to serve functionality common to all Mass-related UWorldSubsystem-based subsystems, like whether the subsystems should get created at all.
Variables
| Type | Name | Description | |
|---|---|---|---|
| UE::Mass::Subsystems::FInitializationState | InitializationState | Tracks which initialization function had already been called. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AreRuntimeMassSubsystemsAllowed
(
UObject* Outer |
||
| void | Deinitialize () |
||
| void | Needs to be called in Initialize for subsystems we want to behave properly when dynamically added after UWorld::BeginPlay (for example via GameplayFeatureActions). | ||
| void | Initialize
(
FSubsystemCollectionBase& Collection |
||
| void | OnWorldBeginPlay
(
UWorld& InWorld |
||
| void | |||
| bool | ShouldCreateSubsystem
(
UObject* Outer |