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API > API/Runtime > API/Runtime/MassEntity
Builds reserved entities with fragment values (and optionally tags). Entities must be pre-reserved via EntityManager->ReserveEntity(). Uses PushCommand for cross-chunk batching.
Example: FMassEntityHandle Entity = EntityManager->ReserveEntity(); Context.Defer().PushCommand
Supported types: FMassFragment + FMassTag (including sparse). Breakpoint support: Yes — CheckCreateEntityBreakpoints called at PushCommand time.
| Name | FMassCommandBuildEntity |
| Type | struct |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassCommands.h |
| Include Path | #include "MassCommands.h" |
Syntax
template<typename... TOthers>
struct FMassCommandBuildEntity : public FMassCommandAddFragmentInstances< TOthers... >
Inheritance Hierarchy
- FMassBatchedCommand → FMassBatchedEntityCommand → FMassCommandAddFragmentInstances → FMassCommandBuildEntity
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMassCommandBuildEntity() |
MassCommands.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Super | FMassCommandAddFragmentInstances< TOthers... > | MassCommands.h |
Functions
Public
Protected Virtual
Overridden from FMassBatchedCommand
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Run
(
FMassEntityManager& EntityManager |
MassCommands.h |