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API > API/Plugins > API/Plugins/MassSpawner
Describes a Mass agent to spawn. The struct can be embedded to allow last minute changes to the agent (i.e. for debugging). The agent config describes a unique list of features which are used to create an entity template. Derived configs can override parent features.
| Name | FMassEntityConfig |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassEntityConfigAsset.h |
| Include Path | #include "MassEntityConfigAsset.h" |
Syntax
USTRUCT ()
struct FMassEntityConfig
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassEntityConfigAsset.h | |||
FMassEntityConfig
(
UObject& InOwner |
MassEntityConfigAsset.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConfigGuid | FGuid | MassEntityConfigAsset.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddTrait
(
UMassEntityTraitBase& Trait |
Adds Trait to the collection of traits hosted by this FMassEntityConfig instance | MassEntityConfigAsset.h | |
void DestroyEntityTemplate
(
const UWorld& World |
MassEntityConfigAsset.h | ||
UMassEntityTraitBase * FindMutableTrait
(
TSubclassOf< UMassEntityTraitBase > TraitClass, |
MassEntityConfigAsset.h | ||
const UMassEntityTraitBase * FindTrait
(
TSubclassOf< UMassEntityTraitBase > TraitClass, |
Looks for a trait of the indicated type, accepting all child classes as well, unless bExactMatch == true | MassEntityConfigAsset.h | |
void ForceRegenerateGUID() |
MassEntityConfigAsset.h | ||
const FMassEntityTemplate & GetEntityTemplateChecked
(
const UWorld& World |
Fetches the EntityTemplate for given World, fails a check if one cannot be found. | MassEntityConfigAsset.h | |
const FGuid & GetGuid() |
MassEntityConfigAsset.h | ||
const FMassEntityTemplate & GetOrCreateEntityTemplate
(
const UWorld& World |
Create entity template based on the features included in this config. | MassEntityConfigAsset.h | |
const UMassEntityConfigAsset * GetParent() |
MassEntityConfigAsset.h | ||
TConstArrayView< UMassEntityTraitBase * > GetTraits() |
MassEntityConfigAsset.h | ||
bool IsEmpty() |
MassEntityConfigAsset.h | ||
void PostDuplicate
(
bool bDuplicateForPIE |
Needs to be called when the given config is being duplicated - ensured the ConfigGuid remains unique | MassEntityConfigAsset.h | |
void SetOwner
(
UObject& InOwner |
MassEntityConfigAsset.h | ||
void SetParentAsset
(
const UMassEntityConfigAsset& InParent |
MassEntityConfigAsset.h | ||
bool ValidateEntityTemplate
(
const UWorld& World |
Validates if the entity template is well built | MassEntityConfigAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassEntityTraitBase * FindTraitInternal
(
TSubclassOf< UMassEntityTraitBase > TraitClass, |
Looks for a trait of the indicated type, accepting all child classes as well, unless bExactMatch == true | MassEntityConfigAsset.h | |
void GetCombinedTraits
(
TArray< UMassEntityTraitBase* >& OutTraits |
Combines traits based on the config hierarchy and returns list of unique traits | MassEntityConfigAsset.h |