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API > API/Plugins > API/Plugins/MassRepresentation
| Name | FMassRepresentationParameters |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationFragments.h |
| Include Path | #include "MassRepresentationFragments.h" |
Syntax
USTRUCT ()
struct FMassRepresentationParameters : public FMassConstSharedFragment
Inheritance Hierarchy
- FMassConstSharedFragment → FMassRepresentationParameters
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMassRepresentationParameters() |
MassRepresentationFragments.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanModifyRepresentationActorManagementClass | uint8 | The property is marked like this to ensure it won't show up in UI | MassRepresentationFragments.h |
|
| bForceActorRepresentationForExternalActors | uint8 | All propeties comparable with Memcpy go above this line. | MassRepresentationFragments.h |
|
| bKeepActorExtraFrame | uint8 | When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late) | MassRepresentationFragments.h |
|
| bKeepLowResActors | uint8 | If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active | MassRepresentationFragments.h |
|
| bSpreadFirstVisualizationUpdate | uint8 | If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member | MassRepresentationFragments.h |
|
| CachedDefaultRepresentationType | EMassRepresentationType | Default representation when unable to spawn an actor, gets calculated at initialization | MassRepresentationFragments.h |
|
| CachedRepresentationActorManagement | TObjectPtr< UMassRepresentationActorManagement > | MassRepresentationFragments.h |
|
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| LODRepresentation | EMassRepresentationType | What should be the representation of this entity for each specific LOD | MassRepresentationFragments.h |
|
| NotVisibleUpdateRate | float | At what rate should the not visible entity be updated in seconds | MassRepresentationFragments.h |
|
| RepresentationActorManagementClass | TSubclassOf< UMassRepresentationActorManagement > | Allow subclasses to override the representation actor management behavior | MassRepresentationFragments.h |
|
| WorldPartitionGridNameContainingCollision | FName | World Partition grid name to test collision against, default None will be the main grid | MassRepresentationFragments.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeCachedValues() |
MassRepresentationFragments.h | ||
bool Identical
(
const FMassRepresentationParameters* InOtherValue, |
The operation by design ignores CachedDefaultRepresentationType and CachedRepresentationActorManagement, since those two properties are fully rutime and are derived from the others. | MassRepresentationFragments.h |