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API > API/Plugins > API/Plugins/MassLOD
| Name | FMassVisualizationChunkFragment |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassLOD/Public/MassLODFragments.h |
| Include Path | #include "MassLODFragments.h" |
Syntax
USTRUCT ()
struct FMassVisualizationChunkFragment : public FMassChunkFragment
Inheritance Hierarchy
- FMassChunkFragment → FMassVisualizationChunkFragment
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AreAnyEntitiesVisible() |
Returns if there could be a visible entities in that chunk | MassLODFragments.h | |
float GetDeltaTime() |
MassLODFragments.h | ||
EMassVisibility GetVisibility() |
MassLODFragments.h | ||
void SetContainsNewlyVisibleEntity
(
bool bInContainsNewlyVisibleEntity |
MassLODFragments.h | ||
void SetVisibility
(
const EMassVisibility InVisibility |
MassLODFragments.h | ||
bool ShouldUpdateVisualization() |
Representation type of all currently visible entities are always updated But as an optimization, we use a frequency check on the not visible one. | MassLODFragments.h | |
void Update
(
float InDeltaTime |
MassLODFragments.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool AreAnyEntitiesVisibleInChunk
(
const FMassExecutionContext& Context |
Fetched existing chunk fragment to know if there is a possibility of an entity that is visible. | MassLODFragments.h | |
static bool IsChunkHandledThisFrame
(
const FMassExecutionContext& Context |
IsChunkHandledThisFrame | MassLODFragments.h | |
static bool ShouldUpdateVisualizationForChunk
(
const FMassExecutionContext& Context |
ShouldUpdateVisualizationForChunk | MassLODFragments.h |