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This processor's responsibility is to consume Animation Data generated by end user processors and forward it onto the Skinned Mesh this data will be batch updated in the Instanced Skinned Mesh Component
| Name | UMassConsumeInstancedSkinnedMeshAnimationProcessor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationAnimationProcessor.h |
| Include Path | #include "MassRepresentationAnimationProcessor.h" |
Syntax
UCLASS (MinimalAPI)
class UMassConsumeInstancedSkinnedMeshAnimationProcessor : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → UMassConsumeInstancedSkinnedMeshAnimationProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassConsumeInstancedSkinnedMeshAnimationProcessor() |
MassRepresentationAnimationProcessor.h |
Functions
Public
Protected Virtual
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
MassRepresentationAnimationProcessor.h | ||
virtual void Execute
(
FMassEntityManager& EntityManager, |
MassRepresentationAnimationProcessor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void UpdateMeshAnimation
(
FMassEntityHandle EntityHandle, |
MassRepresentationAnimationProcessor.h |