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API > API/Plugins > API/Plugins/ModularGameplay > API/Plugins/ModularGameplay/UGameFrameworkComponentManager
State for a specific object implementing an actor feature, should this be in a map instead of an array?
| Name | FActorFeatureState |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkComponentManager.h |
| Include Path | #include "Components/GameFrameworkComponentManager.h" |
Syntax
struct FActorFeatureState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorFeatureState
(
FName InFeatureName |
Components/GameFrameworkComponentManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentState | FGameplayTag | The state when it was last registered | Components/GameFrameworkComponentManager.h | |
| FeatureName | FName | The feature this is tracking | Components/GameFrameworkComponentManager.h | |
| Implementer | TWeakObjectPtr< UObject > | The object implementing this feature, this can be null | Components/GameFrameworkComponentManager.h |