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Data that is stored when an agent is removed from the bubble, when it times out its safe enough to remove entries in EntityInfoMap. The idea is that any out of order adds and removes will happen after this time.
| Name | FMassAgentRemoveData |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassClientBubbleHandler.h |
| Include Path | #include "MassClientBubbleHandler.h" |
Syntax
struct FMassAgentRemoveData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassClientBubbleHandler.h | |||
FMassAgentRemoveData
(
double InTimeLastRemoved |
MassClientBubbleHandler.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TimeLastRemoved | double | MassClientBubbleHandler.h |