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API > API/Runtime > API/Runtime/MassEntity > API/Runtime/MassEntity/FMassFragmentRequirements
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMassFragmentRequirements & AddIndirectFragmentRequirement
(
const EMassFragmentAccess AccessMode |
Adds an access requirement for a fragment on another entity. | MassRequirements.h | |
FMassFragmentRequirements & AddIndirectFragmentRequirement
(
TNotNull< const UScriptStruct* > FragmentType, |
Adds an access requirement for a fragment on another entity. | MassRequirements.h |
AddIndirectFragmentRequirement(const EMassFragmentAccess)
Description
Adds an access requirement for a fragment on another entity. This is used to enforce access requirements in the dependency solver, not to discover entities/archetypes. Use FMassExecutionContext::GetIndirectFragmentPtr to access fragments indirectly in your processor.
| Name | AddIndirectFragmentRequirement |
| Type | function |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassRequirements.h |
| Include Path | #include "MassRequirements.h" |
template<UE::Mass::CFragment T>
FMassFragmentRequirements & AddIndirectFragmentRequirement
(
const EMassFragmentAccess AccessMode
)
AddIndirectFragmentRequirement(TNotNull< const UScriptStruct * >, const EMassFragmentAccess)
Description
Adds an access requirement for a fragment on another entity. This is used to enforce access requirements in the dependency solver, not to discover entities/archetypes. Use FMassExecutionContext::GetIndirectFragmentPtr to access fragments indirectly in your processor.
| Name | AddIndirectFragmentRequirement |
| Type | function |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassRequirements.h |
| Include Path | #include "MassRequirements.h" |
FMassFragmentRequirements & AddIndirectFragmentRequirement
(
TNotNull< const UScriptStruct * > FragmentType,
const EMassFragmentAccess AccessMode
)