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A single chunk processing callback generated by FMassEntityQuery::ForEachEntityChunk.
| Name | FQueuedChunk |
| Type | struct |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassProcessingQueueTypes.h |
| Include Path | #include "MassProcessingQueueTypes.h" |
Syntax
struct FQueuedChunk
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQueuedChunk () |
MassProcessingQueueTypes.h | ||
FQueuedChunk
(
FQueuedChunk&& Other |
MassProcessingQueueTypes.h | ||
FQueuedChunk
(
const FQueuedChunk& |
MassProcessingQueueTypes.h | ||
FQueuedChunk
(
FProcessorWorker* InOwningProcessorWorker, |
MassProcessingQueueTypes.h |
Enums
Public
| Name | Remarks |
|---|---|
| EState |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveChunkSlotIndex | int32 | MassProcessingQueueTypes.h | ||
| OwningProcessorWorker | FProcessorWorker * | MassProcessingQueueTypes.h | ||
| Params | FMassChunkProcessingQueueParams | MassProcessingQueueTypes.h | ||
| QueryInfo | const FQueryInfo * | MassProcessingQueueTypes.h | ||
| RemainingDependencyCount | int32 | Count of how many "ProcessAfter" chunks remain (includes "ProcessBefore" from other chunks/processors) | MassProcessingQueueTypes.h | |
| State | EState | MassProcessingQueueTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint64 GetChunkID() |
MassProcessingQueueTypes.h | ||
bool IsSameArchetypeChunk
(
const FQueuedChunk& Other |
MassProcessingQueueTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQueuedChunk & operator=
(
const FQueuedChunk& |
MassProcessingQueueTypes.h | ||
FQueuedChunk & operator=
(
FQueuedChunk&& Other |
MassProcessingQueueTypes.h |