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To replicate Transforms make a member variable of this class in your TClientBubbleHandlerBase derived class. This class is a friend of TMassClientBubblePathHandler. It is meant to have access to the protected data declared there.
| Name | TMassClientBubbleTransformHandler |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationTransformHandlers.h |
| Include Path | #include "MassReplicationTransformHandlers.h" |
Syntax
template<typename AgentArrayItem>
class TMassClientBubbleTransformHandler
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TMassClientBubbleTransformHandler
(
TClientBubbleHandlerBase< AgentArrayItem >& InOwnerHandler |
MassReplicationTransformHandlers.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheFragmentViewsForSpawnQuery
(
FMassExecutionContext& InExecContext |
MassReplicationTransformHandlers.h | ||
void ClearFragmentViewsForSpawnQuery() |
MassReplicationTransformHandlers.h | ||
void SetSpawnedEntityData
(
const int32 EntityIdx, |
MassReplicationTransformHandlers.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddRequirementsForSpawnQuery
(
FMassEntityQuery& InQuery |
When entities are spawned in Mass by the replication system on the client, a spawn query is used to set the data on the spawned entities. | MassReplicationTransformHandlers.h | |
static void SetEntityData
(
FTransformFragment& TransformFragment, |
We could easily add support replicating FReplicatedAgentTransformData here if required. | MassReplicationTransformHandlers.h | |
static void SetModifiedEntityData
(
const FMassEntityView& EntityView, |
Call this when an Entity that has already been spawned is modified on the client | MassReplicationTransformHandlers.h |