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API > API/Plugins > API/Plugins/MassLOD
Inheritance Hierarchy
- FMassChunkFragment
- FMassVisualizationChunkFragment
References
| Module | MassLOD |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassLOD/Public/MassLODFragments.h |
| Include | #include "MassLODFragments.h" |
Syntax
USTRUCT&40;&41;
struct FMassVisualizationChunkFragment : public FMassChunkFragment
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bContainsNewlyVisibleEntity | Not visible chunks, might contains entity that are newly visible and not yet moved. | |
| float | DeltaTime | Not visible chunks delta time until next update | |
| EMassVisibility | Visibility | Visibility of the current chunk, should never change |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns if there could be a visible entities in that chunk | ||
| bool | AreAnyEntitiesVisibleInChunk
(
const FMassExecutionContext& Context |
Fetched existing chunk fragment to know if there is a possibility of a an entity that is visible In the case that there is not chunk information, we cannot assume that all entities are not visible. | |
| float | GetDeltaTime () |
||
| EMassVisibility | |||
| bool | IsChunkHandledThisFrame
(
const FMassExecutionContext& Context |
IsChunkHandledThisFrame | |
| void | SetContainsNewlyVisibleEntity
(
bool bInContainsNewlyVisibleEntity |
||
| void | SetVisibility
(
const EMassVisibility InVisibility |
||
| bool | Representation type of all currently visible entities are always updated But as an optimization, we use a frequency check on the not visible one. | ||
| bool | ShouldUpdateVisualizationForChunk
(
const FMassExecutionContext& Context |
ShouldUpdateVisualizationForChunk | |
| void | Update
(
float InDeltaTime |