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API > API/Plugins > API/Plugins/MassSpawner
A spawner you can put on a map and configure it to spawn different things
| Name | AMassSpawner |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassSpawner.h |
| Include Path | #include "MassSpawner.h" |
Syntax
UCLASS (MinimalAPI,
HideCategories=(Object, Actor, Input, Rendering, LOD, Cooking, Collision, HLOD, Partition))
class AMassSpawner : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AMassSpawner
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMassSpawner() |
MassSpawner.h |
Structs
| Name | Remarks |
|---|---|
| FSpawnedEntities |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnDespawningFinishedEvent | FMassSpawnerOnDespawningFinishedEvent | Called once DoDespawning completes and all mass agents spawned by this spawner have been despawned. | MassSpawner.h |
|
| OnSpawningFinishedEvent | FMassSpawnerOnSpawningFinishedEvent | Called once DoSpawning completes and all entities have been spawned. | MassSpawner.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SpriteComponent | TObjectPtr< UBillboardComponent > | MassSpawner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearTemplates() |
MassSpawner.h |
|
|
void DEBUG_Clear() |
Remove all the entities | MassSpawner.h |
|
void DEBUG_Spawn() |
MassSpawner.h |
|
|
bool DespawnEntity
(
const FMassEntityHandle Entity |
If given entity has been spawned by this MassSpawner instance then it will get destroyed and all the book keeping updated. | MassSpawner.h | |
void DoDespawning () |
Despawn all mass agent that was spawned by this spawner | MassSpawner.h |
|
void DoDespawning
(
TConstArrayView< FMassEntityHandle > EntitiesToIgnore |
Despawn all mass agent that was spawned by this spawner, except EntitiesToIgnore. | MassSpawner.h | |
void DoSpawning() |
Starts the spawning of all the agent types of this spawner | MassSpawner.h |
|
int32 GetCount() |
MassSpawner.h |
|
|
float GetSpawningCountScale() |
MassSpawner.h |
|
|
void ScaleSpawningCount
(
float Scale |
Scales the spawning counts | MassSpawner.h |
|
void UnloadConfig() |
MassSpawner.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassProcessor * GetPostSpawnProcessor
(
TSubclassOf< UMassProcessor > ProcessorClass |
MassSpawner.h | ||
int32 GetSpawnCount() |
MassSpawner.h | ||
void OnPostWorldInit
(
UWorld* World, |
MassSpawner.h | ||
void OnSpawnDataGenerationFinished
(
TConstArrayView< FMassEntitySpawnDataGeneratorResult > Results, |
MassSpawner.h | ||
void RegisterEntityTemplates() |
MassSpawner.h | ||
void SpawnGeneratedEntities
(
TConstArrayView< FMassEntitySpawnDataGeneratorResult > Results |
MassSpawner.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
MassSpawner.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
MassSpawner.h | ||
virtual void PostRegisterAllComponents() |
MassSpawner.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
MassSpawner.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MassSpawner.h | ||
virtual void PostLoad() |
MassSpawner.h |