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MassSignalNameLookup stores list of Signal names for each entity. The names are stored per entity as a bitmask, you can allocate new name using GetOrAddSignalName(). This limits the names to 64.
| Name | FMassSignalNameLookup |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassSignals/Public/MassSignalTypes.h |
| Include Path | #include "MassSignalTypes.h" |
Syntax
struct FMassSignalNameLookup
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxSignalNames | int32 | Max number of names each entity can contain | MassSignalTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddSignalToEntity
(
const FMassEntityHandle Entity, |
Adds specified Signal name bitflag to an entity | MassSignalTypes.h | |
uint64 GetOrAddSignalName
(
const FName SignalName |
Retrieve if it is already registered or adds new signal to the lookup and return the bitflag for that Signal @SignalName is the name of the signal to retrieve or add to the lookup. | MassSignalTypes.h | |
void GetSignalsForEntity
(
const FMassEntityHandle Entity, |
Retrieve for a specific entity the raised signal this frame | MassSignalTypes.h | |
void Reset() |
Empties the name lookup and entity signals | MassSignalTypes.h |