Navigation
API > API/Plugins > API/Plugins/MassRepresentation
Inheritance Hierarchy
- FMassSharedFragment
- FMassRepresentationParameters
References
| Module | MassRepresentation |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationFragments.h |
| Include | #include "MassRepresentationFragments.h" |
Syntax
USTRUCT&40;&41;
struct FMassRepresentationParameters : public FMassSharedFragment
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCanModifyRepresentationActorManagementClass | The property is marked like this to ensure it won't show up in UI | |
| bool | bKeepActorExtraFrame | When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late) | |
| bool | bKeepLowResActors | If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active | |
| bool | bSpreadFirstVisualizationUpdate | If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member | |
| EMassRepresentationType | CachedDefaultRepresentationType | Default representation when unable to spawn an actor, gets calculated at initialization | |
| TObjectPtr< UMassRepresentationActorManagement > | CachedRepresentationActorManagement | ||
| EMassRepresentationType[EMassLOD::Max] | LODRepresentation | What should be the representation of this entity for each specific LOD | |
| float | NotVisibleUpdateRate | At what rate should the not visible entity be updated in seconds | |
| TSubclassOf< UMassRepresentationActorManagement > | RepresentationActorManagementClass | Allow subclasses to override the representation actor management behavior | |
| FName | WorldPartitionGridNameContainingCollision | World Partition grid name to test collision against, default None will be the main grid |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void |