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Agent Config asset allows to create shared configs that can be used as base for derived configs. The asset can be used as is i.e. on a spawner, or you can use FMassEntityConfig to allow last minute changes at use site.
| Name | UMassEntityConfigAsset |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassEntityConfigAsset.h |
| Include Path | #include "MassEntityConfigAsset.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UMassEntityConfigAsset : public UDataAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataAsset → UMassEntityConfigAsset
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassEntityConfigAsset() |
MassEntityConfigAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassEntityTraitBase * AddTrait
(
TSubclassOf< UMassEntityTraitBase > TraitClass |
Returns a mutable instance of given trait class. | MassEntityConfigAsset.h | |
void DestroyEntityTemplate
(
const UWorld& World |
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 | |
const FMassEntityConfig & GetConfig() |
MassEntityConfigAsset.h | ||
FMassEntityConfig & GetMutableConfig() |
MassEntityConfigAsset.h | ||
const FMassEntityTemplate & GetOrCreateEntityTemplate
(
const UWorld& World |
MassEntityConfigAsset.h | ||
void ValidateEntityConfig() |
MassEntityConfigAsset.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Called upon asset's dupllication. Ensured the underlying config's ConfigGuid remains unique | MassEntityConfigAsset.h |