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API > API/Plugins > API/Plugins/MassRepresentation
| Name | UMassRepresentationProcessor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationProcessor.h |
| Include Path | #include "MassRepresentationProcessor.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UMassRepresentationProcessor : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → UMassRepresentationProcessor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassRepresentationProcessor() |
MassRepresentationProcessor.h |
Functions
Public
Protected
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
Configure the owned FMassEntityQuery instances to express processor's requirements | MassRepresentationProcessor.h | |
virtual void Execute
(
FMassEntityManager& EntityManager, |
Execution method for this processor | MassRepresentationProcessor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ReleaseActorOrCancelSpawning
(
UMassRepresentationSubsystem& RepresentationSubsystem, |
Release the actor to the subsystem, will only release it the actor or spawn request matches the template actor | MassRepresentationProcessor.h | |
static void UpdateRepresentation
(
FMassExecutionContext& Context, |
Update representation type for each entity, must be called within a ForEachEntityChunk | MassRepresentationProcessor.h |