Navigation
API > API/Plugins > API/Plugins/MassRepresentation
| Name | FMassRepresentationFragment |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationFragments.h |
| Include Path | #include "MassRepresentationFragments.h" |
Syntax
USTRUCT ()
struct FMassRepresentationFragment : public FMassFragment
Inheritance Hierarchy
- FMassElement → FMassFragment → FMassRepresentationFragment
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxActorVisualReadinessWaitFrames | int32 | MassRepresentationFragments.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorSpawnRequestHandle | FMassActorSpawnRequestHandle | MassRepresentationFragments.h | ||
| bIsPendingDestruction | uint8 | MassRepresentationFragments.h | ||
| CurrentRepresentation | EMassRepresentationType | MassRepresentationFragments.h | ||
| HighResTemplateActorIndex | int16 | MassRepresentationFragments.h | ||
| LowResTemplateActorIndex | int16 | MassRepresentationFragments.h | ||
| PrevLODSignificance | float | Value scaling from 0 to 3, 0 highest LOD we support and 3 being completely off LOD | MassRepresentationFragments.h | |
| PrevRepresentation | EMassRepresentationType | MassRepresentationFragments.h | ||
| PrevTransform | FTransform | MassRepresentationFragments.h | ||
| SkinnedMeshDescHandle | FSkinnedMeshInstanceVisualizationDescHandle | MassRepresentationFragments.h | ||
| StaticMeshDescHandle | FStaticMeshInstanceVisualizationDescHandle | MassRepresentationFragments.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorVisualReadinessWaitFrames | uint8 | Counts consecutive frames bIsWaitingForActorVisualReadiness has been set, used by UpdateRepresentation to detect runaway readiness gates (e.g. an override that never returns true) and force-enable the actor after a configurable cap. | MassRepresentationFragments.h | |
| bIsWaitingForActorVisualReadiness | uint8 | When true, the actor has been spawned (or re-used externally) but is kept disabled while the prior mesh representation (ISM/SkinnedMesh) covers the visual gap. | MassRepresentationFragments.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void IncreaseActorVisualReadinessWaitFrames() |
MassRepresentationFragments.h | ||
bool IsActorVisualRedinessTimedOut
(
const int32 Limit |
MassRepresentationFragments.h | ||
bool IsWaitingForActorVisualReadiness() |
MassRepresentationFragments.h | ||
void SetIsWaitingForActorVisualReadiness
(
const bool bNewValue |
Sets bIsWaitingForActorVisualReadiness and resets ActorVisualReadinessWaitFrames | MassRepresentationFragments.h |