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uint8: 1 = true |
bCanModifyRepresentationActorManagementClass |
The property is marked like this to ensure it won't show up in UI |
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uint8: 1 = false |
bForceActorRepresentationForExternalActors |
If true, forces UMassRepresentationProcessor to override the WantedRepresentationType to actor representation whenever an external (non Mass owned) actor is set on an entitie's FMassActorFragment fragment. |
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uint8: 1 = false |
bKeepActorExtraFrame |
When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late) |
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uint8: 1 = true |
bKeepLowResActors |
If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active |
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uint8: 1 = false |
bSpreadFirstVisualizationUpdate |
If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member |
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EMassRepresentationType |
CachedDefaultRepresentationType |
Default representation when unable to spawn an actor, gets calculated at initialization |
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TObjectPtr< UMassRepresentationActorManagement > |
CachedRepresentationActorManagement |
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EMassRepresentationType[EMassLOD::Max] |
LODRepresentation |
What should be the representation of this entity for each specific LOD |
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float |
NotVisibleUpdateRate |
At what rate should the not visible entity be updated in seconds |
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TSubclassOf< UMassRepresentationActorManagement > |
RepresentationActorManagementClass |
Allow subclasses to override the representation actor management behavior |
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FName |
WorldPartitionGridNameContainingCollision |
World Partition grid name to test collision against, default None will be the main grid |