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This processor applies the spring runtime state (position, facing, velocity) to the entity transform. Skipped when FMassCustomMovementTag is present (a custom movement processor handles movement instead).
| Name | USpringApplyMovementProcessor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassMovement/Public/MassSpringMovementProcessors.h |
| Include Path | #include "MassSpringMovementProcessors.h" |
Syntax
UCLASS (MinimalAPI)
class USpringApplyMovementProcessor : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → USpringApplyMovementProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USpringApplyMovementProcessor() |
MassSpringMovementProcessors.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EntityQuery | FMassEntityQuery | MassSpringMovementProcessors.h |
Functions
Public
Protected Virtual
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
MassSpringMovementProcessors.h | ||
virtual void Execute
(
FMassEntityManager& EntityManager, |
MassSpringMovementProcessors.h |