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API > API/Plugins > API/Plugins/MassRepresentation > API/Plugins/MassRepresentation/UMassRepresentationActorManageme-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ReleaseAnyActorOrCancelAnySpawning
(
FMassEntityManager& EntityManager, |
Static methods to Release an actor or cancel its spawning (calls ReleaseAnyActorOrCancelAnySpawning) WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. | MassRepresentationActorManagement.h | |
static void ReleaseAnyActorOrCancelAnySpawning
(
UMassRepresentationSubsystem& RepresentationSubsystem, |
Static Release an actor or cancel its spawning WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. | MassRepresentationActorManagement.h |
ReleaseAnyActorOrCancelAnySpawning(FMassEntityManager &, const FMassEntityHandle, bool)
Description
Static methods to Release an actor or cancel its spawning (calls ReleaseAnyActorOrCancelAnySpawning) WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. So any reference to fragment might become invalid.
| Name | ReleaseAnyActorOrCancelAnySpawning |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationActorManagement.h |
| Include Path | #include "MassRepresentationActorManagement.h" |
| Source | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Private/MassRepresentationActorManagement.cpp |
static void ReleaseAnyActorOrCancelAnySpawning
(
FMassEntityManager & EntityManager,
const FMassEntityHandle MassAgent,
bool bImmediate
)
True if actor was release or spawning request was canceled
Parameters
| Name | Remarks |
|---|---|
| EntityManager | to use to retrieve the mass agent fragments |
| MassAgent | is the handle to the associated mass agent |
| bImmediate | whether to perform the actor destruction immediately, otherwise it will be queued for processing later |
ReleaseAnyActorOrCancelAnySpawning(UMassRepresentationSubsystem &, const FMassEntityHandle, FMassActorFragment &, FMassRepresentationFragment &, UMassActorSubsystem *, bool)
Description
Static Release an actor or cancel its spawning WARNING: This method will destroy the associated actor in any and by the same fact might also move the entity into a new archetype. So any reference to fragment might become invalid if you are not within the pipe execution
| Name | ReleaseAnyActorOrCancelAnySpawning |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationActorManagement.h |
| Include Path | #include "MassRepresentationActorManagement.h" |
| Source | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Private/MassRepresentationActorManagement.cpp |
static void ReleaseAnyActorOrCancelAnySpawning
(
UMassRepresentationSubsystem & RepresentationSubsystem,
const FMassEntityHandle MassAgent,
FMassActorFragment & ActorInfo,
FMassRepresentationFragment & Representation,
UMassActorSubsystem * ActorSubsystem,
bool bImmediate
)
Parameters
| Name | Remarks |
|---|---|
| RepresentationSubsystem | to use to release any actors or cancel spawning requests |
| MassAgent | is the handle to the associated mass agent |
| ActorInfo | is the fragment where we are going to store the actor pointer |
| Representation | fragment containing the current and previous visual state |
| ActorSubsystem | passed over to FMassActorFragment::ResetAndUpdateHandleMap, used to avoid fetching the subsystem from UWorld every time. |
| bImmediate | whether to perform the actor destruction immediately, otherwise it will be queued for processing later |