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Processor for executing signals on each targeted entities The derived classes only need to implement the method SignalEntities to actually received the raised signals for the entities they subscribed to
| Name | UMassSignalProcessorBase |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassSignals/Public/MassSignalProcessorBase.h |
| Include Path | #include "MassSignalProcessorBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UMassSignalProcessorBase : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → UMassSignalProcessorBase
Derived Classes
- UMassActiveSmartObjectSignalProcessor
- UMassCrowdLaneTrackingSignalProcessor
- UMassStateTreeProcessor
- UMassZoneGraphAnnotationTagUpdateProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassSignalProcessorBase
(
const FObjectInitializer& ObjectInitializer |
MassSignalProcessorBase.h |
Structs
| Name | Remarks |
|---|---|
| FEntitySignalRange | Stores a range of indices in the SignaledEntities TArray of Entities and the associated signal name |
| FFrameReceivedSignals |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BuffersCount | int | MassSignalProcessorBase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentFrameBufferIndex | int32 | Current frame buffer index of FrameReceivedSignals | MassSignalProcessorBase.h | |
| FrameReceivedSignals | TStaticArray< FFrameReceivedSignals, BuffersCount > | Double buffer frame received signal as we can receive new signals as we are processing them | MassSignalProcessorBase.h | |
| ReceivedSignalLock | FTransactionallySafeRWLock | MassSignalProcessorBase.h | ||
| RegisteredSignals | TArray< FName > | List of all the registered signal names | MassSignalProcessorBase.h | |
| SignalNameLookup | FMassSignalNameLookup | Lookup used to store and retrieve signals per entity, only used during processing | MassSignalProcessorBase.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnSignalReceived
(
FName SignalName, |
Callback that is being called when new signal is raised | MassSignalProcessorBase.h | |
virtual void SignalEntities
(
FMassEntityManager& EntityManager, |
Actual method that derived class needs to implement to act on a signal that is raised for that frame | MassSignalProcessorBase.h | |
void SubscribeToSignal
(
UMassSignalSubsystem& SignalSubsystem, |
To receive notification about a particular signal, you need to subscribe to it. | MassSignalProcessorBase.h |
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& |
Configure the owned FMassEntityQuery instances to express processor queries requirements | MassSignalProcessorBase.h | |
virtual void Execute
(
FMassEntityManager& EntityManager, |
Execution method for this processor | MassSignalProcessorBase.h | |
virtual bool ShouldAllowQueryBasedPruning
(
const bool bRuntimeMode |
We don't want signaling processors to be pruned by default, since that can mess up signal processing just after processor's creation (might miss some signals initially). | MassSignalProcessorBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
MassSignalProcessorBase.h |