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API > API/Plugins > API/Plugins/MassSpawner
Base class for Mass Entity Traits. An entity trait is a set of fragments that create a logical trait tha makes sense to end use (i.e. replication, visualization). The template building method allows to configure some fragments based on properties or cached values. For example, a fragment can be added based on a referenced asset, or some memory hungry settings can be cached and just and index stored on a fragment.
Name
UMassEntityTraitBase
Type
class
Header File
/Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassEntityTraitBase.h
Include Path
#include "MassEntityTraitBase.h"
Syntax
UCLASS (MinimalAPI, Abstract, BlueprintType, EditInlineNew, CollapseCategories, Config=Mass,
defaultconfig)
class UMassEntityTraitBase : public UObject
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Inheritance Hierarchy
Derived Classes
UMassEntityTraitBase derived class hierarchy
Structs
Typedefs
Name
Type
Remarks
Include Path
FOnNewTraitType
TMulticastDelegate_OneParam< void, UMassEntityTraitBase & >
MassEntityTraitBase.h
Constants
Name
Type
Remarks
Include Path
OnNewTraitTypeEvent
FOnNewTraitType
MassEntityTraitBase.h
Variables
Public
Functions
Public Virtual
Name
Remarks
Include Path
Unreal Specifiers
Appends items into the entity template required for the trait.
MassEntityTraitBase.h
virtual void DestroyTemplate
(
const UWorld & World
) const
MassEntityTraitBase.h
Called once all traits have been processed and fragment requirements have been checked.
MassEntityTraitBase.h
Protected Virtual
Overridden from UObject
Name
Remarks
Include Path
Unreal Specifiers
virtual void PostInitProperties()
MassEntityTraitBase.h
Static
Name
Remarks
Include Path
Unreal Specifiers
static FOnNewTraitType & GetOnNewTraitTypeEvent()
MassEntityTraitBase.h