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API > API/Runtime > API/Runtime/MassEntity
| Name | UMassProcessor |
| Type | class |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassProcessor.h |
| Include Path | #include "MassProcessor.h" |
Syntax
UCLASS (Abstract, EditInlineNew, CollapseCategories, Config=Mass, defaultconfig,
ConfigDoNotCheckDefaults, MinimalAPI)
class UMassProcessor : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor
Derived Classes
UMassProcessor derived class hierarchy
- UMassObserverProcessor
- UCharacterTrajectoryDebugProcessor
- UCharacterTrajectoryToMovementProcessor
- UDebugVisLocationProcessor
- UEngineTickTestProcessor
- UFarmProcessorBase
- UInstancedActorsDebugProcessor
- UInstancedActorsInitializerProcessor
- UInstancedActorsRuntimeRemovalProcessor
- UInstancedActorsStationaryLODBatchProcessor
- UMassRepresentationProcessor
- UInstancedActorsVisualizationSwitcherProcessor
- UMassSignalProcessorBase
- UMassApplyForceProcessor
- UMassApplyMovementProcessor
- UMassBaseStaticMeshSetupRenderStateProcessor
- UMassTranslator
- UMassCompositeProcessor
- UMassConsumeInstancedSkinnedMeshAnimationProcessor
- UMassCreateRenderStateProcessor
- UMassCrowdDynamicObstacleProcessor
- UMassLODCollectorProcessor
- UMassCrowdServerRepresentationLODProcessor
- UMassVisualizationLODProcessor
- UMassDebugCrowdVisualizationProcessor
- UMassDebugStateTreeProcessor
- UMassDistanceLODProcessor
- UMassEnvQueryProcessorBase
- UMassLODDistanceCollectorProcessor
- UMassLookAtProcessor
- UMassLookAtTargetGridProcessor
- UMassMovingAvoidanceProcessor
- UMassNavigationElementProcessor
- UMassNavigationObstacleGridProcessor
- UMassNavigationSmoothHeightProcessor
- UMassNavMeshNavigationBoundaryProcessor
- UMassNavMeshPathFollowProcessor
- UMassOffLODNavigationProcessor
- UMassProcessor_UpdateDebugVis
- UMassReplicationGridProcessor
- UMassReplicationProcessor
- UMassSimpleMovementProcessor
- UMassSimulationLODProcessor
- UMassSmartObjectCandidatesFinderProcessor
- UMassSmartObjectTimedBehaviorProcessor
- UMassSmoothOrientationProcessor
- UMassSpawnLocationProcessor
- UMassStandingAvoidanceProcessor
- UMassStateTreeActivationProcessor
- UMassStationaryISMSwitcherProcessor
- UMassSteerToMoveTargetProcessor
- UMassTestProcessorAutoExecuteQuery
- UMassTestProcessorBase
- UMassTestStaticCounterProcessor
- UMassUpdateInstancedSkinnedMeshProcessor
- UMassUpdateISMProcessor
- UMassZoneGraphLaneCacheBoundaryProcessor
- UMassZoneGraphPathFollowProcessor
- UMovementToCharacterTrajectoryProcessor
- UMRUSlotsProcessor
- USpringApplyMovementProcessor
- USpringMovementToCharacterTrajectoryProcessor
- USpringUpdateProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassProcessor.h | |||
UMassProcessor
(
const FObjectInitializer& ObjectInitializer |
MassProcessor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActivationState | EActivationState | Processors can be activated/deactivated at runtime. | MassProcessor.h |
|
| bCreatedArchetypeHandlesResolved | uint8 | Tracks if created archetypes handles are resolved | MassProcessor.h | |
| bInitialized | uint8 | Used to track whether Initialized has been called. | MassProcessor.h | |
| bIsDynamic | uint8 | Gets set to true when an instance of the processor gets added to the phase processing as a "dynamic processor". | MassProcessor.h | |
| bQueryHasEntityCreationRequirements | uint8 | Cache presence of entity creation requirements in owned queries. | MassProcessor.h | |
| OwnedQueries | TArray< FMassEntityQuery * > | Stores processor's queries registered via RegisterQuery. | MassProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CallExecute
(
FMassEntityManager& EntityManager, |
MassProcessor.h | ||
void CallInitialize
(
const TNotNull< UObject* > Owner, |
Calls InitializeInternal and handles initialization bookkeeping. | MassProcessor.h | |
void ClearArchetypesCreatedHandles() |
Clears the archetypes created cache to force it to rebuild before next use | MassProcessor.h | |
void DebugOutputDescription
(
FOutputDevice& Ar |
MassProcessor.h | ||
bool DoesAnyArchetypeMatchOwnedQueries
(
const FMassEntityManager& EntityManager |
MassProcessor.h | ||
bool DoesRequireGameThreadExecution() |
MassProcessor.h | ||
void ExportArchetypesCreated
(
TArray< FMassArchetypeHandle >& OutArchetypes |
Export the cached archetypes (by handle) that this processor can create | MassProcessor.h | |
void GetArchetypesMatchingOwnedQueries
(
const FMassEntityManager& EntityManager, |
MassProcessor.h | ||
EProcessorExecutionFlags GetExecutionFlags() |
MassProcessor.h | ||
const FMassProcessorExecutionOrder & GetExecutionOrder() |
MassProcessor.h | ||
int16 GetExecutionPriority () |
MassProcessor.h | ||
int32 GetOwnedQueriesNum() |
MassProcessor.h | ||
const FMassEntityCreationRequirements & GetProcessorEntityCreationRequirements() |
MassProcessor.h | ||
const FMassSubsystemRequirements & GetProcessorRequirements() |
MassProcessor.h | ||
bool HasEntityCreationRequirements() |
Indicates whether or not this processor has declared in its requirements that it creates entities. | MassProcessor.h | |
bool IsActive() |
MassProcessor.h | ||
bool IsDynamic() |
MassProcessor.h | ||
bool IsInitialized() |
UMassProcessor inlines. | MassProcessor.h | |
void MakeActive () |
Marks processor as "Active" ( | MassProcessor.h | |
void MakeInactive() |
Deactivate the processor, it will no longer execute its `Execute_ function. | MassProcessor.h | |
void MakeOneShot () |
Marks processor as "One Shot" ( | MassProcessor.h | |
void MarkAsDynamic() |
MassProcessor.h | ||
void RegisterQuery
(
FMassEntityQuery& Query |
Adds Query to RegisteredQueries list. | MassProcessor.h | |
void ResolveRequestedArchetypes
(
const FMassEntityManager& EntityManager |
Resolves all the created archetype handles and creates the archetypes if they don't exist | MassProcessor.h | |
void SetExecutionPriority
(
const int16 NewExecutionPriority |
Sets new ExecutionPriority for this processor. | MassProcessor.h | |
void SetShouldAutoRegisterWithGlobalList
(
const bool bAutoRegister |
Sets bAutoRegisterWithProcessingPhases. | MassProcessor.h | |
bool ShouldAllowMultipleInstances() |
Controls whether there can be multiple instances of a given class in a single FMassRuntimePipeline and during dependency solving. | MassProcessor.h | |
bool ShouldAutoAddToGlobalList() |
MassProcessor.h | ||
bool ShouldExecute
(
const EProcessorExecutionFlags CurrentExecutionFlags |
Whether this processor should execute according the CurrentExecutionFlags parameters | MassProcessor.h | |
bool ShouldShowUpInSettings() |
MassProcessor.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries () |
MassProcessor.h | ||
virtual void DebugOutputDescription
(
FOutputDevice& Ar, |
MassProcessor.h | ||
virtual FGraphEventRef DispatchProcessorTasks
(
const TSharedPtr< FMassEntityManager >& EntityManager, |
MassProcessor.h | ||
virtual void ExportRequirements
(
FMassExecutionRequirements& OutRequirements |
By default, fetches requirements declared entity queries registered via RegisterQuery. | MassProcessor.h | |
virtual EMassProcessingPhase GetProcessingPhase() |
MassProcessor.h | ||
virtual FString GetProcessorName() |
MassProcessor.h | ||
virtual void Initialize
(
UObject& Owner |
DEPRECATED. | MassProcessor.h | |
virtual void SetProcessingPhase
(
EMassProcessingPhase Phase |
MassProcessor.h | ||
virtual bool ShouldAllowQueryBasedPruning
(
const bool bRuntimeMode |
Ordering functions. | MassProcessor.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
Called internally during processor's initialization so that child classes configure their owned queries with requirements. | MassProcessor.h | |
virtual void Execute
(
FMassEntityManager& EntityManager, |
Called during the processing phase to which this processor is registered. | MassProcessor.h | |
virtual void InitializeInternal
(
UObject& Owner, |
Called to initialize the processor's internal state. Override to perform custom steps. | MassProcessor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
MassProcessor.h |