description: Chunk related operations

code: void SetCurrentChunkSerialModificationNumber ( const int32 SerialModificationNumber )


module: MassEntity

code: void SetEntityCollection ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & InEntityCollection )


code: void SetEntityCollection ( [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) && InEntityCollection )


code: void SetExecutionType ( [EMassExecutionContextType](API\Plugins\MassEntity\EMassExecutionContextType) InExecutionType )


description: Sets bFlushDeferredCommands. Note that setting to True while the system is being executed doesn't result in immediate commands flushing

code: void SetFlushDeferredCommands ( const bool bNewFlushDeferredCommands )


code: void SetSubsystemRequirements ( const [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & SubsystemRequirements )


code: void SetFragmentRequirements ( const [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & FragmentRequirements )


code: template<typename TFragment> bool ValidateAuxDataType() const


code: FMassExecutionContext ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager, const float InDeltaTimeSeconds, const bool bInFlushDeferredCommands )


className: FMassExecutionContext

code: struct FMassExecutionContext


code: void Append ( const [FMassExecutionRequirements](API\Plugins\MassEntity\FMassExecutionRequirements) & Other )


className: FMassExecutionRequirements

code: struct FMassExecutionRequirements

ChunkFragments

type: TMassExecutionA...

RequiredAllTags

type: FMassTagBitSet


description: This is a getter function that given a UWorld* fetches an instance.

code: namespace FMassExternalSubsystemTraits { template<typename T, typename> T * FMassExternalSubsystemTraits::GetInstance ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) }


description: Deprecated*FMassExternalSubsystemTraits::GetInstancehas been marked as deprecated. UseFMassSubsystemAccess::FetchSubsystemInstanceinstead.

code: namespace FMassExternalSubsystemTraits { template<typename T, typename> T * FMassExternalSubsystemTraits::GetInstance ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem) > SubsystemClass ) }


className: FMassFragment

description: This is the base class for all lightweight fragments.


className: FMassFragmentBitSetStructTrackerWrapper


className: FMassFragmentIndicesMapping

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< int32, TInlineAllocator< 16 >> FMassFragmentIndicesMapping


code: namespace FMassFragmentRequirements { namespace AddTagRequirements< EMassFragmentPresence { template<> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & FMassFragmentRequirements::AddTagRequirements< EMassFragmentPresence::All > ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagBitSet ) } }


code: namespace FMassFragmentRequirements { namespace AddTagRequirements< EMassFragmentPresence { template<> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & FMassFragmentRequirements::AddTagRequirements< EMassFragmentPresence::Any > ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagBitSet ) } }


code: namespace FMassFragmentRequirements { namespace AddTagRequirements< EMassFragmentPresence { template<> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & FMassFragmentRequirements::AddTagRequirements< EMassFragmentPresence::None > ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagBitSet ) } }


description: These functions are used for sorting. SeeFScriptStructSortOperator

code: int32 GetStructureSize() const


code: FMassFragmentRequirementDescription()


code: FMassFragmentRequirementDescription ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) InAccessMode, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) InPresence )


className: FMassFragmentRequirementDescription

AccessMode

type: EMassFragmentAc...

Presence

type: EMassFragmentPr...

StructType

type: constUScriptSt...


code: template<typename T> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddConstSharedRequirement ( const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: template<typename T> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddChunkRequirement ( const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


description: FMassFragmentRequirementsref returned for chaining

code: template<typename T> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddRequirement ( const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddRequirement ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType, const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: template<typename T> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddTagRequirement ( const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: template<typename T> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddSharedRequirement ( const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: void AddTagRequirement ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & TagType, const [EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence )


code: template<[EMassFragmentPresence](API\Plugins\MassEntity\EMassFragmentPresence) Presence> [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & AddTagRequirements ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagBitSet )


description:
The function validates requirements we make for queries. See theFMassFragmentRequirementsstruct description for details. Note that this function is non-trivial and end users are not expected to need to use it.
whether this query's requirements follow the rules.

code: bool CheckValidity() const


code: bool DoesArchetypeMatchRequirements ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle ) const


code: void ExportRequirements ( [FMassExecutionRequirements](API\Plugins\MassEntity\FMassExecutionRequirements) & OutRequirements ) const


code: TConstArrayView< [FMassFragmentRequirementDescription](API\Plugins\MassEntity\FMassFragmentRequirementDescript-) > GetChunkFragmentRequirements() const


code: TConstArrayView< [FMassFragmentRequirementDescription](API\Plugins\MassEntity\FMassFragmentRequirementDescript-) > GetConstSharedFragmentRequirements() const


code: TConstArrayView< [FMassFragmentRequirementDescription](API\Plugins\MassEntity\FMassFragmentRequirementDescript-) > GetFragmentRequirements() const


code: const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & GetRequiredAllChunkFragments() const


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & GetRequiredAllFragments() const


code: const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & GetRequiredAllSharedFragments() const


code: const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & GetRequiredAllTags() const


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & GetRequiredAnyFragments() const


code: const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & GetRequiredAnyTags() const


code: const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & GetRequiredNoneChunkFragments() const


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & GetRequiredNoneFragments() const


code: const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & GetRequiredNoneSharedFragments() const


code: const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & GetRequiredNoneTags() const


code: const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & GetRequiredOptionalChunkFragments() const


code: const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & GetRequiredOptionalSharedFragments() const


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & GetRequiredOptionalFragments() const


code: TConstArrayView< [FMassFragmentRequirementDescription](API\Plugins\MassEntity\FMassFragmentRequirementDescript-) > GetSharedFragmentRequirements() const


code: FMassFragmentRequirements ( std::initializer_list< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > InitList )


code: FMassFragmentRequirements ( TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > InitList )


className: FMassFragmentRequirements

description: FMassFragmentRequirementsis a structure that describes properties required of an archetype that's a subject of calculations.

ChunkFragmentRequirements

type: TArray<FMassFr...

FMassDebugger

type: friend

RequiredAllChunkFragments

type: FMassChunkFragm...

RequiredAllFragments

type: FMassFragmentBi...

RequiredAllSharedFragments

type: FMassSharedFrag...


code: void Swap ( const int32 A, const int32 B )


code: FMassGenericPayloadView ( [TArray](API\Runtime\Core\Containers\TArray)< [FStructArrayView](API\Plugins\StructUtils\FStructArrayView) > & SourceData )


code: FMassGenericPayloadView ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FStructArrayView](API\Plugins\StructUtils\FStructArrayView) > SourceData )


className: FMassGenericPayloadView

description: Note that this is a view and is valid only as long as the source data is valid. Used when flushing mass commands to wrap different kinds of data into a uniform package so that it can be passed over to a common interface.

code: struct FMassGenericPayloadView

Content

type: TArrayView<FSt...


description: the number of "layers" (i.e. number of original arrays) this payload has been built from

code: int32 Num() const


code: [FStructArrayView](API\Plugins\StructUtils\FStructArrayView) operator[] ( const int32 Index ) const


code: FMassGenericPayloadViewSlice()


code: FMassGenericPayloadViewSlice ( const [FMassGenericPayloadView](API\Plugins\MassEntity\FMassGenericPayloadView) & InSource, const int32 InStartIndex, const int32 InCount )


className: FMassGenericPayloadViewSlice

description: Used to indicate a specific slice of a preexistingFMassGenericPayloadView, it's essentially an access pattern Note: accessing content generates copies of FStructArrayViews stored (still cheap, those are just views).

code: struct FMassGenericPayloadViewSlice


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) * GetObservedFragmentBitSets() const


code: void AddObserverInstance ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentOrTagType, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation, [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & ObserverProcessor )


code: const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & GetObservedFragmentsBitSet ( const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation ) const


code: const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) * GetObservedTagBitSets() const


code: const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & GetObservedTagsBitSet ( const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation ) const


code: void HandleFragmentsImpl ( [FMassProcessingContext](API\Plugins\MassEntity\FMassProcessingContext) & ProcessingContext, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > ObservedTypes, [FMassObserversMap](API\Plugins\MassEntity\FMassObserversMap) & HandlersContainer )


code: void HandleSingleEntityImpl ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection, [FMassObserversMap](API\Plugins\MassEntity\FMassObserversMap) & HandlersContainer )


code: bool HasObserversForBitSet ( const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & InQueriedBitSet, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation ) const


code: bool HasObserversForBitSet ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & InQueriedBitSet, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation ) const


code: bool HasObserversForComposition ( const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & Composition, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation ) const


code: bool OnCompositionChanged ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & CompositionDelta, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation )


code: bool OnCompositionChanged ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection, const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & Composition, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation, [FMassProcessingContext](API\Plugins\MassEntity\FMassProcessingContext) * InProcessingContext )


code: void OnFragmentOrTagOperation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentOrTagType, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation )


code: bool OnPostCompositionAdded ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & Composition )


code: bool OnPostEntitiesCreated ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: bool OnPostEntitiesCreated ( [FMassProcessingContext](API\Plugins\MassEntity\FMassProcessingContext) & ProcessingContext, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: bool OnPreCompositionRemoved ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & Composition )


code: void OnPostFragmentOrTagAdded ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentOrTagType, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: bool OnPreEntitiesDestroyed ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: bool OnPreEntitiesDestroyed ( [FMassProcessingContext](API\Plugins\MassEntity\FMassProcessingContext) & ProcessingContext, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: bool OnPreEntityDestroyed ( const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & ArchetypeComposition, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: void OnPreFragmentOrTagRemoved ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentOrTagType, const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & EntityCollection )


code: FMassObserverManager ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & Owner )


className: FMassObserverManager

description: A type that encapsulates logic related to notifying interested parties of entity composition changes. Upon creation it reads information fromUMassObserverRegistryand instantiates processors interested in handling given fragment type addition or removal.

EntityManager

type: FMassEntityMana...

description: The owning EntityManager.

FragmentObservers

type: FMassObserversM...

ObservedTags

type: FMassTagBitSet[...


description: A helper accessor simplifying access while still keeping Container private

code: [TMap](API\Runtime\Core\Containers\TMap)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) >, [FMassRuntimePipeline](API\Plugins\MassEntity\FMassRuntimePipeline) > & operator*()


className: FMassObserversMap

description: A wrapper type for aTMapto support having array-of-maps UPROPERTY members inFMassObserverManager


description: Deprecated* This flavor of Configure has been deprecated. Use the one requiring the first parameter to be an array view of additional processors

code: void Configure ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager, [FMassProcessorDependencySolver::FResult](API\Plugins\MassEntity\FMassProcessorDependencySolver\FResult) * OutOptionalResult )


code: void Configure ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) *const > DynamicProcessors, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager, [FMassProcessorDependencySolver::FResult](API\Plugins\MassEntity\FMassProcessorDependencySolver\FResult) * OutOptionalResult )


code: FMassPhaseProcessorConfigurationHelper ( [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) & InOutPhaseProcessor, const [FMassProcessingPhaseConfig](API\Plugins\MassEntity\FMassProcessingPhaseConfig) & InPhaseConfig, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InProcessorOuter, [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) InPhase )


className: FMassPhaseProcessorConfigurationHelper

bInitializeCreatedProcessors

type: bool

Phase

type: EMassProcessing...

PhaseConfig

type: constFMassProc...

PhaseProcessor

type: UMassCompositeP...

ProcessorOuter

type: UObject&


code: FMassProcessingContext ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager, const float InDeltaSeconds )


code: FMassProcessingContext ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & InEntityManager, const float InDeltaSeconds )


className: FMassProcessingContext

AuxData

type: FInstancedStruc...

bFlushCommandBuffer

description: If set to "true" the MassExecutor will flush commands at the end of given execution function.

CommandBuffer

type: TSharedPtr<FMa...

DeltaSeconds

type: float


code: void AddSupportedTickType ( const ELevelTick TickType )


code: void ConfigureForSingleThreadMode()


code: void ConfigureForParallelMode()


description: Function to give a 'context' for this tick, used for grouped active tick reporting

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


className: FOnPhaseEvent

code: typedef TMulticastDelegate_OneParam< void, const float > FOnPhaseEvent


code: void Initialize ( [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager) & InPhaseManager, const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) InPhase, const ETickingGroup InTickGroup, [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) & InPhaseProcessor )


code: void OnParallelExecutionDone ( const float DeltaTime )


code: [FMassProcessingPhase](API\Plugins\MassEntity\FMassProcessingPhase) & operator= ( const [FMassProcessingPhase](API\Plugins\MassEntity\FMassProcessingPhase) & Other )


code: void RemoveSupportedTickType ( const ELevelTick TickType )


code: bool ShouldTick ( const ELevelTick TickType ) const


code: FMassProcessingPhase ( const [FMassProcessingPhase](API\Plugins\MassEntity\FMassProcessingPhase) & Other )


className: FMassProcessingPhase

code: struct FMassProcessingPhase : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

OnPhaseEnd

type: FOnPhaseEvent

PhaseProcessor

type: TObjectPtr<UMa...

description: Composite processor representing work to be performed. GC-referenced via AddReferencedObjects


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: FMassProcessingPhaseConfig

Description

type: FText

PhaseGroupClass

type: TSubclassOf<UM...

PhaseName

type: FName

description: This processor is available only in editor since it's used to present the user the order in which processors will be executed when given processing phase gets triggered

ProcessorCDOs

type: TArray<TObject...


description: Creates phase processors instances for each declared phase name, based on MassEntitySettings

code: void CreatePhases()


description: Needs to be called before destruction, ideally before owner's BeginDestroy (aFGCObject's limitation)

code: void Deinitialize()


code: void EnableTickFunctions ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


className: FPhaseGraphBuildState

code: struct FPhaseGraphBuildState

LastResult

type: FMassProcessorD...


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & GetEntityManager()


description: Retrieves OnPhaseEnd multicast delegate's reference for a given Phase

code: [FMassProcessingPhase::FOnPhaseEvent](API\Plugins\MassEntity\FMassProcessingPhase\FOnPhaseEvent) & GetOnPhaseEnd ( const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase )


description: Retrieves OnPhaseStart multicast delegate's reference for a given Phase

code: [FMassProcessingPhase::FOnPhaseEvent](API\Plugins\MassEntity\FMassProcessingPhase\FOnPhaseEvent) & GetOnPhaseStart ( const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase )


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: Populates hostedFMassProcessingPhaseinstances with Processors read from MassEntitySettings configuration. Calling this function overrides previous configuration of Phases.

code: void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner, TConstArrayView< [FMassProcessingPhaseConfig](API\Plugins\MassEntity\FMassProcessingPhaseConfig) > ProcessingPhasesConfig, const [FString](API\Runtime\Core\Containers\FString) & DependencyGraphFileName )


code: void OnNewArchetype ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & NewArchetype )


description: Called by the given Phase at the very end of its execution function (theFMassProcessingPhase::ExecuteTick), after theFMassProcessingPhase.OnPhaseEndbroadcast delegate

code: void OnPhaseEnd ( [FMassProcessingPhase](API\Plugins\MassEntity\FMassProcessingPhase) & Phase )


description: Called by the given Phase at the very start of its execution function (theFMassProcessingPhase::ExecuteTick), even before theFMassProcessingPhase.OnPhaseStartbroadcast delegate

code: void OnPhaseStart ( const [FMassProcessingPhase](API\Plugins\MassEntity\FMassProcessingPhase) & Phase )


code: [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager) & operator= ( const [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager) & Other )


description: Registers a dynamic processor. This needs to be a fully formed processor and will be slotted in during the next tick.

code: void RegisterDynamicProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


description: Stores EntityManager associated with given world's MassEntitySubsystem and kicks off phase ticking.

code: void Start ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: Stores InEntityManager as the entity manager. It also kicks off phase ticking if the given InEntityManager is tied to aUWorld.

code: void Start ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & InEntityManager )


code: const FGraphEventRef & TriggerPhase ( const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase, const float DeltaTime, const FGraphEventRef & MyCompletionGraphEvent )


code: FMassProcessingPhaseManager ( const [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager) & Other )


description: Removes a previously registered dynamic processor of throws an assert if not found.

code: void UnregisterDynamicProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


className: FMassProcessingPhaseManager

description: MassProcessingPhaseManager owns separateFMassProcessingPhaseinstances for every ETickingGroup. When activated via Start function it registers and enables theFMassProcessingPhaseinstances which themselves are tick functions that hostUMassCompositeProcessorwhich they trigger as part of their Tick function. MassProcessingPhaseManager serves as an interface to saidFMassProcessingPhaseinstances and allows initialization with collections of processors (via Initialize function) as well as registering arbitrary functions to be called when a particular phase starts or ends (via GetOnPhaseStart and GetOnPhaseEnd functions).

code: struct FMassProcessingPhaseManager : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

FMassProcessingPhase

type: friend

OnNewArchetypeHandle

type: FDelegateHandle

Owner

type: TWeakObjectPtr<...

ProcessingGraphBuildStates

type: FPhaseGraphBuil...

ProcessingPhases

type: FMassProcessing...

ProcessingPhasesConfig

type: TArray<FMassPr...


className: FMassProcessorClassCollection

description: A wrapper type for aTArrayto support having map-of-arrays UPROPERTY members inFMassEntityObserverClassesMap

ClassCollection

type: TArray<TSubcla...


className: FResult

description: Optionally returned by ResolveDependencies and contains information about processors that have been pruned and other potentially useful bits. To be used in a transient fashion.

code: struct FResult

DependencyGraphFileName

type: FString


code: int32 CreateNodes ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


code: static void CreateSubGroupNames ( [FName](API\Runtime\Core\UObject\FName) InGroupName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SubGroupNames )


description: Determines whether the dependency solving that produced InResult will produce different results if run with a given EntityManager

code: static bool IsResultUpToDate ( const [FResult](API\Plugins\MassEntity\FMassProcessorDependencySolver\FResult) & InResult, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > EntityManager )


code: bool IsSolvingForSingleThread() const


code: void LogNode ( const FNode & Node, int Indent )


description:
Traverses InOutIndicesRemaining in search of the first RootNode's node that has no dependencies left. Once found the node's index gets added to OutNodeIndices, removed from dependency lists from all other nodes and the function quits.
'true' if a dependency-less node has been found and added to OutNodeIndices; 'false' otherwise.

code: bool PerformSolverStep ( FResourceUsage & ResourceUsage, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InOutIndicesRemaining, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutNodeIndices )


code: void ResolveDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [FMassProcessorOrderInfo](API\Plugins\MassEntity\FMassProcessorOrderInfo) > & OutResult, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > EntityManager, [FResult](API\Plugins\MassEntity\FMassProcessorDependencySolver\FResult) * InOutOptionalResult )


code: void Solve ( [TArray](API\Runtime\Core\Containers\TArray)< [FMassProcessorOrderInfo](API\Plugins\MassEntity\FMassProcessorOrderInfo) > & OutResult )


code: FMassProcessorDependencySolver ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) *const > InProcessors, const bool bIsGameRuntime )


className: FMassProcessorDependencySolver

code: struct FMassProcessorDependencySolver

AllNodes

type: TArray< FNode >

bAnyCyclesDetected

type: bool

bGameRuntime

type: const bool

bSingleThreadTarget

description: Indicates whether we're generating processor order to be run in single- or multi-threaded environment (usually this meas Dedicated Server vs Any other configuration).

NodeIndexMap

type: TMap<FName, in...

Processors

type: TArrayView<UMa...


className: FMassProcessorExecutionOrder

ExecuteAfter

type: TArray<FName>

ExecuteInGroup

description: Determines which processing group this processor will be placed in.


className: EDependencyNodeType

code: enum EDependencyNodeType { Invalid, Processor, GroupStart, GroupEnd, }


className: FMassProcessorOrderInfo

code: struct FMassProcessorOrderInfo

Name

type: FName

NodeType

type: EDependencyNode...

Processor

type: UMassProcessor...


code: FMassQueryRequirementIndicesMapping()


className: FMassQueryRequirementIndicesMapping

ChunkFragments

type: FMassFragmentIn...


code: bool operator== ( const [FMassRawEntityInChunkData](API\Plugins\MassEntity\FMassRawEntityInChunkData) & Other ) const


code: FMassRawEntityInChunkData ( uint8 * InChunkRawMemory, const int32 InIndexWithinChunk )


className: FMassRawEntityInChunkData

code: struct FMassRawEntityInChunkData

ChunkRawMemory

type: uint8 *


className: FDetectorMethod

code: typedef bool(FRWAccessDetector::*)() const FDetectorMethod


code: void ReleaseAccess ( const [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query )


code: void RequireAccess ( const [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query )


className: FMassRequirementAccessDetector

code: struct FMassRequirementAccessDetector


description: Creates a runtime instance of every processors in the given InProcessors array. If a processor of that class already exists in Processors array it gets overridden. Otherwise it gets added to the end of the collection.

code: void AppendOrOverrideRuntimeProcessorCopies ( TConstArrayView< const [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > InProcessors, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


description: Adds InProcessor to Processors without any additional checks

code: void AppendProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


description: Creates an instance of ProcessorClass and adds it to Processors without any additional checks

code: void AppendProcessor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > ProcessorClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


description: Creates a runtime instance of every processors in the given array if there's no processor of that class in Processors already. Call this function when adding processors to an already configuredFMassRuntimePipelineinstance. If you're creating one from scratch calling any of the InitializeFrom* methods will be more efficient (and will produce same results) or call AppendOrOverrideRuntimeProcessorCopies.

code: void AppendUniqueRuntimeProcessorCopies ( TConstArrayView< const [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > InProcessors, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


description: Creates runtime copies of UMassProcessors given in InProcessors input parameter, using InOwner as new UMassProcessors' outer.

code: void CreateFromArray ( TConstArrayView< const [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > InProcessors, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


description: Goes through Processor looking for aUMassCompositeProcessorinstance which GroupName matches the one given as the parameter

code: [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) * FindTopLevelGroupByName ( const [FName](API\Runtime\Core\UObject\FName) GroupName )


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > > GetMutableProcessors()


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > > GetProcessors() const


code: bool HasProcessorOfExactClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > InClass ) const


code: void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner )


description: Creates runtime instances of UMassProcessors for each processor class given via InProcessorClasses. The instances will be created with InOwner as outer.

code: void InitializeFromClassArray ( TConstArrayView< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) >> InProcessorClasses, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


description: Calls CreateFromArray and calls Initialize on all processors afterwards.

code: void InitializeFromArray ( TConstArrayView< const [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > InProcessors, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner )


code: void RemoveProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & InProcessor )


description: Creates runtime copies of the given UMassProcessors collection.

code: void SetProcessors ( [TArray](API\Runtime\Core\Containers\TArray)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > && InProcessors )


className: FMassRuntimePipeline

description: Runtime-usable array of MassProcessor copies


code: bool CacheSubsystem ( const uint32 SystemIndex )


code: bool CacheSubsystemRequirements ( const [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & SubsystemRequirements )


code: template<typename T> static constexpr bool DoesRequireWorld()


code: template<typename T, typename> static T * FetchSubsystemInstance()


code: template<typename T, typename> static T * FetchSubsystemInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) * FetchSubsystemInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T, typename> T * GetMutableSubsystem()


code: template<typename T, typename> T * GetMutableSubsystem ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T, typename> T & GetMutableSubsystemChecked()


code: template<typename T, typename> T & GetMutableSubsystemChecked ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T, typename> const T * GetSubsystem()


code: template<typename T, typename> const T * GetSubsystem ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T, typename> const T & GetSubsystemChecked()


code: template<typename T, typename> const T & GetSubsystemChecked ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T> T * GetSubsystemInternal ( const uint32 SystemIndex, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


code: template<typename T> T * GetSubsystemInternal ( const uint32 SystemIndex )


code: void GetSubsystemRequirementBits ( [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & OutConstSubsystemsBitSet, [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & OutMutableSubsystemsBitSet )


code: void SetSubsystemRequirementBits ( const [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & InConstSubsystemsBitSet, const [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & InMutableSubsystemsBitSet )


code: FMassSubsystemAccess ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void SetSubsystemRequirements ( const [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & SubsystemRequirements )


className: FMassSubsystemAccess

code: struct FMassSubsystemAccess

ConstSubsystemsBitSet

type: FMassExternalSu...

Subsystems

type: TArray<USubsys...

World

type: TWeakObjectPtr<...


code: template<typename T> [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & AddSubsystemRequirement ( const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode )


code: [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & AddSubsystemRequirement ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass, const [EMassFragmentAccess](API\Plugins\MassEntity\EMassFragmentAccess) AccessMode, const bool bGameThreadOnly )


code: void ExportRequirements ( [FMassExecutionRequirements](API\Plugins\MassEntity\FMassExecutionRequirements) & OutRequirements ) const


code: const [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & GetRequiredConstSubsystems() const


code: const [FMassExternalSubsystemBitSet](API\Plugins\MassEntity\FMassExternalSubsystemBitSet) & GetRequiredMutableSubsystems() const


className: FMassSubsystemRequirements

description: FMassSubsystemRequirementsis a structure that declares runtime subsystem access type given calculations require.

FMassDebugger

type: friend


className: FMassTag

description: This is the base class for types that will only be tested for presence/absence, i.e. Tags. Subclasses should never contain any member properties.


className: FMassTagBitSetStructTrackerWrapper


className: FQueryRequirementsView

code: struct FQueryRequirementsView

ChunkRequirements

type: TConstArrayView...

RequiredAllTags

type: constFMassTagB...

RequiredConstSubsystems

type: constFMassExte...


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMassEntityModule](API\Plugins\MassEntity\IMassEntityModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IMassEntityModule

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IMassEntityModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: operator&

code: constexpr [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) operator& ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Lhs, [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Rhs )


className: operator&=

code: [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) & operator&= ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) & Lhs, [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Rhs )


className: operator~

code: constexpr [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) operator~ ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) E )


className: operator^

code: constexpr [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) operator^ ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Lhs, [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Rhs )


className: operator^=

code: [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) & operator^= ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) & Lhs, [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) E )


code: T & operator[] ( const uint32 OpIndex )


code: TConstArrayView< T > AsArrayView() const


code: const T & operator[] ( const uint32 OpIndex ) const


className: TMassExecutionAccess

code: template<typename T> struct TMassExecutionAccess

Read

type: T


className: ThreadSafeWrite

code: enum { ThreadSafeWrite = false }


className: ThreadSafeRead

description: Note that we're not supplying a default value for this property to be able to statically catch code that tries to access given subsystem without including the appropriate headers. See the comment above if you want to use aUWorldSubsystemthat has not had its traits defined before. GameThreadOnly = true,

code: enum { ThreadSafeRead = false }


className: TMassExternalSubsystemTraits

code: template<typename T> struct TMassExternalSubsystemTraits


className: GameThreadOnly

code: enum { GameThreadOnly = false }


className: TMassSharedFragmentTraits

description: TMassExternalSubsystemTraits

code: template<typename T> struct TMassSharedFragmentTraits


className: FType

code: typedef std::remove_const_t< typename [TRemoveReference](API\Runtime\Core\Templates\TRemoveReference)< T >::Type > FType


code: SIZE_T GetAllocatedSize() const


code: void GetAsGenericMultiArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FStructArrayView](API\Plugins\StructUtils\FStructArrayView) > & A )


code: void Add ( const [FType](API\Plugins\MassEntity\TMultiArray\FType) & Item, TOthers... Rest )


code: void GetheredAffectedFragments ( [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & OutBitSet ) const


className: Ordinal

code: enum { Ordinal = Super::Ordinal + 1 }


className: Super

code: typedef [TMultiArray](API\Plugins\MassEntity\TMultiArray)< TOthers... > Super


className: TMultiArray

code: template<typename T, typename... TOthers> struct TMultiArray

FragmentInstances

type: TArray<FType>


className: TMultiArray< T >::Add

code: void Add &40; const FType & Item &41;


className: TMultiArray< T >::GetAllocatedSize

code: SIZE_T GetAllocatedSize&40;&41; const


code: void GetheredAffectedFragments &40; FMassFragmentBitSet & OutBitSet &41; const


code: void GetAsGenericMultiArray &40; TArray< FStructArrayView > & A &41;


className: TMultiArray< T >::GetNumArrays

code: int GetNumArrays&40;&41; const


className: TMultiArray< T >::Reset

code: void Reset&40;&41;


className: TMultiArray< T >

description: TMultiArraysimple-type specialization

code: template<typename T> struct TMultiArray< T >


code: typedef std::remove_const_t< typename TRemoveReference< T >::Type > FType


className: TMultiTypeList

description: TMultiTypeList< T >

code: template<typename T, typename... TOthers> struct TMultiTypeList


code: template<typename TBitSetType> static constexpr void PopulateBitSet ( TBitSetType & OutBitSet )


code: typedef [TMultiTypeList](API\Plugins\MassEntity\TMultiTypeList)< TOthers... > Super


className: TMultiTypeList< T >::PopulateBitSet

code: template<typename TBitSetType> static constexpr void PopulateBitSet &40; TBitSetType & OutBitSet &41;


className: TMultiTypeList< T >

description: Single-type specialization ofTMultiTypeList.

code: template<typename T> struct TMultiTypeList< T >


code: template<> struct TStructOpsTypeTraits< FMassObserverManager > : public [TStructOpsTypeTraitsBase2< FMassObserverManager >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithCopy

code: enum &123; WithCopy = false &125;


description: AbstractSort(Lead.Num()// NumElements ,&Lead// Predicate { return Lead[LHS] < Lead[RHS]; } ,&Lead, &Payload// SwapFunctor { Swap(Lead[A], Lead[B]); Swap(Payload[A], Payload[B]); } );

code: namespace UE { namespace Mass { namespace Utils { template<typename TPred, typename TSwap> void UE::Mass::Utils::AbstractSort ( const int32 NumElements, TPred && Predicate, TSwap && SwapFunctor ) } } }


code: namespace UE { namespace Mass { namespace Utils { template<typename BitSetType, [EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename... TTypes> BitSetType UE::Mass::Utils::ConstructBitSet() } } }


code: namespace UE { namespace Mass { namespace Utils { template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename... TTypes> [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) UE::Mass::Utils::ConstructFragmentBitSet() } } }


code: namespace UE { namespace Mass { namespace Utils { template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename... TTypes> [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) UE::Mass::Utils::ConstructTagBitSet() } } }


description: Deprecated* This function is deprecated. Please use the properly spelled GetProcessorExecutionFlagsForWorld instead.

code: namespace UE { namespace Mass { namespace Utils { [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) UE::Mass::Utils::GetProcessorExecutionFlagsForWold ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) } } }


description: Adds SubProcessor to an appropriately named group. If RequestedGroupName == None then SubProcessor will be added directly to ChildPipeline. If not then the indicated group will be searched for in ChildPipeline and if it's missing it will be created and AddGroupedProcessor will be called recursively

code: void AddGroupedProcessor ( [FName](API\Runtime\Core\UObject\FName) RequestedGroupName, [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & SubProcessor )


code: virtual void ConfigureQueries()


description: Builds flat processing graph that's being used for multithreading execution of hosted processors.

code: virtual void BuildFlatProcessingGraph ( TConstArrayView< [FMassProcessorOrderInfo](API\Plugins\MassEntity\FMassProcessorOrderInfo) > SortedProcessors )


code: virtual void DebugOutputDescription ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, int32 Indent ) const


code: virtual FGraphEventRef DispatchProcessorTasks ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & ExecutionContext, const FGraphEventArray & Prerequisites )


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


className: FDependencyNode

code: struct FDependencyNode

Dependencies

type: TArray< int32 >


description: RequestedGroupName can indicate a multi-level group name, like so: A.B.C We need to extract the highest-level group name ('A' in the example), and see if it already exists. If not, create it.

code: [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) * FindOrAddGroupProcessor ( [FName](API\Runtime\Core\UObject\FName) RequestedGroupName, [FString](API\Runtime\Core\Containers\FString) * OutRemainingGroupName )


className: FProcessorCompletion

code: struct FProcessorCompletion

CompletionEvent

type: FGraphEventRef

Status

type: EProcessorCompl...


code: virtual [FString](API\Runtime\Core\Containers\FString) GetProcessorName() const


code: virtual void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner )


description: Adds processors in OrderedProcessors to ChildPipeline

code: void Populate ( TConstArrayView< [FMassProcessorOrderInfo](API\Plugins\MassEntity\FMassProcessorOrderInfo) > OrderedProcessors )


code: void SetChildProcessors ( [TArray](API\Runtime\Core\Containers\TArray)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > && InProcessors )


code: void SetGroupName ( [FName](API\Runtime\Core\UObject\FName) NewName )


code: virtual void SetProcessingPhase ( [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase )


code: virtual void SetProcessors ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) * > InProcessorInstances, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager )


className: UMassCompositeProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCompositeProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

ChildPipeline

type: FMassRuntimePip...

CompletionStatus

type: TArray<FProces...

FlatProcessingGraph

type: TArray<FDepend...

GroupName

type: FName

description: Group name that will be used when resolving processor dependencies and grouping


code: void AddToActiveProcessorsList ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > ProcessorClass )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: void BuildProcessorListAndPhases()


className: FOnSettingsChange

code: typedef TMulticastDelegate_OneParam< void, const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & > FOnSettingsChange


code: const [FMassProcessingPhaseConfig](API\Plugins\MassEntity\FMassProcessingPhaseConfig) & GetProcessingPhaseConfig ( const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) ProcessingPhase ) const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMassEntitySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMassEntitySettings

description: Implements the settings for MassEntity plugin

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Mass, defaultconfig, DisplayName="Mass Entity") class UMassEntitySettings : public [UMassModuleSettings](API\Plugins\MassEntity\UMassModuleSettings)

bEngineInitialized

type: bool

DumpDependencyGraphFileName

type: FString

description: The name of the file to dump the processor dependency graph.

OnSettingsChange

type: FOnSettingsChan...

ProcessingPhasesConfig

type: FMassProcessing...

description: Lets users configure processing phases including the composite processor class to be used as a container for the phases' processors.

ProcessorCDOs

type: TArray<TObject...

description: This list contains all the processors available in the given binary (including plugins).


code: const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & GetEntityManager() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


className: UMassEntitySubsystem

description: The sole responsibility of this world subsystem class is to host the default instance ofFMassEntityManagerfor a givenUWorld. All the gameplay-related use cases of Mass (found in MassGameplay and related plugins) use this by default.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassEntitySubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)

EntityManager

type: TSharedPtr<FMa...


className: UMassModuleSettings

description: A common parrent for Mass's per-module settings. Classes extending this class will automatically get registered with- and show under Mass settings in Project Settings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Config=Mass, defaultconfig, CollapseCategories) class UMassModuleSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Bydefault registers this class as Operation observer of ObservedType. Override to register for multiple operations and/or types

code: virtual void Register()


className: UMassObserverProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMassObserverProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

ObservedType

type: TObjectPtr<USc...

description: Determines which Fragment or Tag type this givenUMassObserverProcessorwill be observing

Operation

type: EMassObservedOp...


code: static const [UMassObserverRegistry](API\Plugins\MassEntity\UMassObserverRegistry) & Get()


code: static [UMassObserverRegistry](API\Plugins\MassEntity\UMassObserverRegistry) & GetMutable()


code: void RegisterObserver ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & ObservedType, const [EMassObservedOperation](API\Plugins\MassEntity\EMassObservedOperation) Operation, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > ObserverClass )


className: UMassObserverRegistry

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassObserverRegistry : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FMassObserverManager

type: friend

FragmentObservers

type: FMassEntityObse...


description: Deprecated* This function is deprecated. Use ShouldAllowDuplicates instead.

code: bool AllowDuplicates() const


code: void CallExecute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


code: virtual FGraphEventRef DispatchProcessorTasks ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & ExecutionContext, const FGraphEventArray & Prerequisites )


code: virtual void DebugOutputDescription ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, int32 Indent ) const


code: bool DoesAnyArchetypeMatchOwnedQueries ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


code: void GetArchetypesMatchingOwnedQueries ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [TArray](API\Runtime\Core\Containers\TArray)< [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) > & OutArchetype )


description: Bydefault fetches requirements declared entity queries registered via RegisterQuery. Processors can override this function to supply additional requirements

code: virtual void ExportRequirements ( [FMassExecutionRequirements](API\Plugins\MassEntity\FMassExecutionRequirements) & OutRequirements ) const


code: const [FMassProcessorExecutionOrder](API\Plugins\MassEntity\FMassProcessorExecutionOrder) & GetExecutionOrder() const


code: virtual [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) GetProcessingPhase() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetProcessorName() const


code: const [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & GetProcessorRequirements() const


code: virtual void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner )


description: Adds Query to RegisteredQueries list. Query is required to be a member variable of this processor. Not meeting this requirement will cause check failure and the query won't be registered.

code: void RegisterQuery ( [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query )


description: i.e. CDO's value won't change

code: void SetShouldAutoRegisterWithGlobalList ( const bool bAutoRegister )


code: virtual void SetProcessingPhase ( [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase )


description: Controls whether there can be multiple instances of a given class in a singleFMassRuntimePipelineand during dependency solving.


code: bool ShouldAutoAddToGlobalList() const


description: Indicates whether this processor can ever be pruned while considered for a phase processing graph. A processor can get pruned if none of its registered queries interact with archetypes instantiated at the moment of graph building. This can also happen for special processors that don't register any queries - if that's the case override this function to return an appropriate value

code: virtual bool ShouldAllowQueryBasedPruning ( const bool bRuntimeMode ) const


description: Whether this processor should execute according the CurrentExecutionFlags parameters

code: bool ShouldExecute ( const [EProcessorExecutionFlags](API\Plugins\MassEntity\EProcessorExecutionFlags) CurrentExecutionFlags ) const


code: bool ShouldShowUpInSettings() const


code: UMassProcessor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMassProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, CollapseCategories, Config=Mass, defaultconfig, ConfigDoNotCheckDefaults) class UMassProcessor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bAllowMultipleInstances

description: Meant as a class property, make sure to set it in subclass' constructor.

bAutoRegisterWithProcessingPhases

description: Configures whether this processor should be automatically included in the global list of processors executed every tick (see ProcessingPhase and ExecutionOrder).

bCanShowUpInSettings

description: Used to permanently remove a given processor class from PipeSetting's listing.

ExecutionFlags

description: Whether this processor should be executed on StandAlone or Server or Client

ExecutionOrder

type: FMassProcessorE...

description: Configures when this given processor can be executed in relation to other processors and processing groups, within its processing phase.

ProcessingPhase

type: EMassProcessing...

description: Processing phase this processor will be automatically run as part of.

ProcessorRequirements

type: FMassSubsystemR...

description: A query representing elements this processor is accessing in Execute function outside of query execution


code: void RegisterModuleSettings ( [UMassModuleSettings](API\Plugins\MassEntity\UMassModuleSettings) & SettingsCDO )


className: UMassSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Mass, defaultconfig, DisplayName="Mass", AutoExpandCategories="Mass") class UMassSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

ModuleSettings

type: TMap<FName,TO...


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

module: MassEntityDebugger

code: static bool IsAvailable()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMassDebuggerModule](API\Plugins\MassEntityDebugger\IMassDebuggerModule) & Get()


className: IMassDebuggerModule

description: The public interface to this module

code: class IMassDebuggerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: UMassDebuggerSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings, DisplayName="Mass Debugger") class UMassDebuggerSettings : public [UMassModuleSettings](API\Plugins\MassEntity\UMassModuleSettings)


description: Deprecated* Please use GetProcessorClassCache instead

module: MassEntityEditor


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > Get()


className: FMassEntityEditorModule

description: The public interface to this module

code: class FMassEntityEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)

MenuExtensibilityManager

type: TSharedPtr<FEx...

ProcessorClassCache

type: TSharedPtr<FGr...


code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBrush ( [FName](API\Runtime\Core\UObject\FName) PropertyName, const ANSICHAR * Specifier )


code: static [FString](API\Runtime\Core\Containers\FString) InContent ( const [FString](API\Runtime\Core\Containers\FString) & RelativePath, const ANSICHAR * Extension )


code: static void Initialize()


className: StyleSet

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleSet = nullptr;


className: FMassEntityEditorStyle

code: class FMassEntityEditorStyle


className: IMassEntityEditor

description: Mass Editor public interface

code: class IMassEntityEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


className: FOnPreTick

code: typedef TMulticastDelegate_OneParam< void, float > FOnPreTick


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Registers a dynamic processor. This needs to be a fully formed processor and will be slotted in during the next tick.

code: void RegisterDynamicProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


code: void Tick ( float DeltaTime )


description: Removes a previously registered dynamic processor of throws an assert if not found.

code: void UnregisterDynamicProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


code: UMassEntityEditorSubsystem()


code: ~UMassEntityEditorSubsystem()


className: UMassEntityEditorSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassEntityEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

EntityManager

type: TSharedRef<FMa...

OnPreTickDelegate

type: FOnPreTick

description: Gets broadcast right before issuingFMassProcessingPhaseManager's phases execution


description: Overridable native event for when play begins for this actor.

module: MassEntityTestSuite

code: virtual void BeginPlay()


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


className: AMassEntityTestFarmPlot

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game) class AMassEntityTestFarmPlot : public [AActor](API\Runtime\Engine\GameFramework\AActor)

GridCellHeight

type: float

PlantedSquares

type: TArray<FMassEn...

TestDataCropIndicies

type: TArray< uint16 ...

description: Indices into VisualDataTable for crops.

TestDataFlowerIndicies

description: Indices into VisualDataTable for flowers.

VisualDataTable

type: TArray<FFarmVi...


code: AMassEntityTestFarmPlot()


description: true if setup was completed successfully, false otherwise (which will result in failing the test instance).

code: virtual bool SetUp()


className: FEntityTestBase

code: struct FEntityTestBase : public [FExecutionTestBase](API\Plugins\MassEntityTestSuite\FExecutionTestBase)

EmptyArchetype

type: FMassArchetypeH...

InstanceInt

type: FInstancedStruc...


className: FExecutionTestBase

code: struct FExecutionTestBase : public [FAITestBase](API\Developer\AITestSuite\FAITestBase)

bMakeWorldEntityManagersOwner

type: bool

EntityManager

type: TSharedPtr<FMa...


className: FFarmCropFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmCropFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: FFarmFlowerFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmFlowerFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: FFarmJustBecameReadyToHarvestTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmJustBecameReadyToHarvestTag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


className: FFarmReadyToHarvestTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmReadyToHarvestTag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


className: FFarmVisualDataRow

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmVisualDataRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

MaterialOverride

type: TObjectPtr<UMa...

Mesh

type: TObjectPtr<USt...


className: FFarmVisualFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmVisualFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: FFarmWaterFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmWaterFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: FHarvestTimerFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FHarvestTimerFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: void DoTask ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FFarmGridCellData

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFarmGridCellData : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: FMassTestPhaseTickTask ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager) > & InPhaseManager, const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) InPhase, const float InDeltaTime )


className: FMassTestPhaseTickTask

description: Test-time TaskGraph task for triggering processing phases.

code: struct FMassTestPhaseTickTask


code: void OnNewArchetype ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & NewArchetype )


code: void Start ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & InEntityManager )


className: FMassTestProcessingPhaseManager

description: The main point of thisFMassProcessingPhaseManagerextension is to disable world-based ticking, even if a world is available.

code: struct FMassTestProcessingPhaseManager : public [FMassProcessingPhaseManager](API\Plugins\MassEntity\FMassProcessingPhaseManager)


code: bool PopulatePhasesConfig()


code: virtual bool SetUp()


description: It's essential that overriding functions call the super-implementation. Otherwise the check in ~FAITestBase will fail.

code: virtual void TearDown()


description: true to indicate that the test is done.

code: virtual bool Update()


description: Lets the Test instance test the results. Use AITEST_*_LATENT macros

code: virtual void VerifyLatentResults()


code: FProcessingPhasesTestBase()


className: FProcessingPhasesTestBase

code: struct FProcessingPhasesTestBase : public [FEntityTestBase](API\Plugins\MassEntityTestSuite\FEntityTestBase)

CompletionEvent

type: FGraphEventRef

PhasesConfig

type: FMassProcessing...

World

type: UWorld*


code: FTestChunkFragment_Int ( const int32 InValue )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestChunkFragment_Int : public [FMassChunkFragment](API\Plugins\MassEntity\FMassChunkFragment)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Array : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)

Value

type: TArray< int32 >


code: FTestFragment_Array ( uint8 Num )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Bool : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: FTestFragment_Bool ( const bool bInValue )


code: FTestFragment_Float ( const float InValue )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Float : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: TestIntValue

code: static constexpr int32 TestIntValue = 123456;


code: FTestFragment_Int ( const int32 InValue )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Int : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: FTestFragment_Large ( uint8 Fill )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Large : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestFragment_Tag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


code: FTestSharedFragment_Float ( const float InValue )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestSharedFragment_Float : public [FMassSharedFragment](API\Plugins\MassEntity\FMassSharedFragment)


code: FTestSharedFragment_Int ( const int32 InValue )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestSharedFragment_Int : public [FMassSharedFragment](API\Plugins\MassEntity\FMassSharedFragment)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestTag_A : public [FMassTag](API\Plugins\MassEntity\FMassTag)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestTag_B : public [FMassTag](API\Plugins\MassEntity\FMassTag)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestTag_C : public [FMassTag](API\Plugins\MassEntity\FMassTag)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestTag_D : public [FMassTag](API\Plugins\MassEntity\FMassTag)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMassEntityTestSuiteModule](API\Plugins\MassEntityTestSuite\IMassEntityTestSuiteModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IMassEntityTestSuiteModule

description: The public interface to this module

code: class IMassEntityTestSuiteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: ShuffleDataWithRandomStream

code: template<typename T> void ShuffleDataWithRandomStream ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand, [TArray](API\Runtime\Core\Containers\TArray)< T > & Data )


className: GameThreadOnly

code: enum &123; GameThreadOnly = false &125;


className: ThreadSafeRead

code: enum &123; ThreadSafeRead = true &125;


className: ThreadSafeWrite

code: enum &123; ThreadSafeWrite = false &125;


code: template<> struct TMassExternalSubsystemTraits< UMassTestEngineSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UMassTestGameInstanceSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UMassTestWorldSubsystem >


className: UFarmHarvestTimerExpired

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFarmHarvestTimerExpired : public [UFarmProcessorBase](API\Plugins\MassEntityTestSuite\UFarmProcessorBase)


code: virtual void ConfigureQueries()


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


className: UFarmHarvestTimerSetIcon

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFarmHarvestTimerSetIcon : public [UFarmProcessorBase](API\Plugins\MassEntityTestSuite\UFarmProcessorBase)

HarvestIconISMC

type: TObjectPtr<UHi...


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFarmHarvestTimerSystem_Crops : public [UFarmProcessorBase](API\Plugins\MassEntityTestSuite\UFarmProcessorBase)


code: template<> struct TMassExternalSubsystemTraits< UMassTestLocalPlayerSubsystem >


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFarmHarvestTimerSystem_Flowers : public [UFarmProcessorBase](API\Plugins\MassEntityTestSuite\UFarmProcessorBase)


className: UFarmProcessorBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UFarmProcessorBase : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

EntityQuery

type: FMassEntityQuer...


className: UFarmWaterProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFarmWaterProcessor : public [UFarmProcessorBase](API\Plugins\MassEntityTestSuite\UFarmProcessorBase)


className: UMassTestEngineSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestEngineSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


className: UMassTestGameInstanceSubsystem


className: UMassTestLocalPlayerSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestLocalPlayerSubsystem : public [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem)


description: ConfigureQueries is called in PostInitProperties, so there's no point in calling anything here, since the EntityQuery configuration will take place after a processor instance gets created (so after PostInitProperties has already been called). Use EntityQuery directly instead.


code: void SetShouldAllowMultipleInstances ( const bool bInShouldAllowDuplicated )


code: UMassTestProcessorBase()


description: Indicates whether this processor can ever be pruned while considered for a phase processing graph. A processor can get pruned if none of its registered queries interact with archetypes instantiated at the moment of graph building. This can also happen for special processors that don't register any queries - if that's the case override this function to return an appropriate value

code: virtual bool ShouldAllowQueryBasedPruning ( const bool bRuntimeMode ) const


className: UMassTestProcessorBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessorBase : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

description: Public on purpose, this is a test processor, no worries about access

ExecutionFunction

type: FExecutionFunct...

ForEachEntityChunkExecutionFunction

type: FMassExecuteFun...

description: Bydefault ExecutionFunction is configured to pass this function over to EntityQuery.ForEachEntityChunk call.


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_B : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_A : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_C : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_D : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_E : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_F : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_Floats : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)

Floats

type: TArrayView<FTe...


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestProcessor_Ints : public [UMassTestProcessorBase](API\Plugins\MassEntityTestSuite\UMassTestProcessorBase)


code: virtual void ConfigureQueries()


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


className: StaticCounter

code: static int StaticCounter = 0;


code: UMassTestStaticCounterProcessor()


className: UMassTestStaticCounterProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestStaticCounterProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)


className: UMassTestWorldSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTestWorldSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


description: If this function is callable we guarantee the debug vis component to exist

module: MassGameplayDebug


className: AMassDebugVisualizer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotPlaceable, Transient) class AMassDebugVisualizer : public [AActor](API\Runtime\Engine\GameFramework\AActor)

DebugVisComponent

type: TObjectPtr< cla...


className: EMassEntityDebugShape

code: enum EMassEntityDebugShape { Box, Cone, Cylinder, Capsule, MAX, }


code: void Write ( int32 InNumber )


className: FAgentDebugVisualization

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAgentDebugVisualization : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

VisualFarCullDistance

description: Far cull distance to override default value for that agent type

VisualNearCullDistance

description: Near cull distance to override default value for that agent type

WireShape

type: EMassEntityDebu...

description: If Mesh is not set this WireShape will be used for debug drawing via GameplayDebugger


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FDataFragment_DebugVis : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


className: FMassDebuggableTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassDebuggableTag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


className: FSimDebugDataRow

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSimDebugDataRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

Scale

type: float


className: FSimDebugVisFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSimDebugVisFragment : public [FMassFragment](API\Plugins\MassEntity\FMassFragment)


code: static [IMassGameplayDebugModule](API\Plugins\MassGameplayDebug\IMassGameplayDebugModule) & Get()


code: static bool IsAvailable()


className: IMassGameplayDebugModule

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IMassGameplayDebugModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: GameThreadOnly

code: enum &123; GameThreadOnly = true &125;


code: template<> struct TMassExternalSubsystemTraits< UMassDebuggerSubsystem >


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


code: virtual void ConfigureQueries()


code: UAssignDebugVisProcessor()


className: UAssignDebugVisProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssignDebugVisProcessor : public [UMassObserverProcessor](API\Plugins\MassEntity\UMassObserverProcessor)


code: UDebugVisLocationProcessor()


className: UDebugVisLocationProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDebugVisLocationProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)


code: void AddShape ( [EMassEntityDebugShape](API\Plugins\MassGameplayDebug\EMassEntityDebugShape) Shape, FVector Location, float Size )


code: void AppendSelectedEntityInfo ( const [FString](API\Runtime\Core\Containers\FString) & Info )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: FShapeDesc &40; const FVector InLocation, const float InSize &41;


className: FShapeDesc

code: struct FShapeDesc

Location

type: FVector


code: [AMassDebugVisualizer](API\Plugins\MassGameplayDebug\AMassDebugVisualizer) & GetOrSpawnDebugVisualizer ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FShapeDesc](API\Plugins\MassGameplayDebug\UMassDebuggerSubsystem\FShapeDesc) > * GetShapes() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetSelectedEntityInfo() const


description: Fetches theUMassDebugVisualizationComponentowned by lazily created DebugVisualizer


description: USubsystemBEGIN.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Methods to optimize the collection of data to only when category is enabled.

code: bool IsCollectingData() const


code: void OnEntitySelected ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) EntityHandle )


code: void OnProcessingPhaseStarted ( const float DeltaSeconds )


code: void PreTickProcessors()


code: void SetCollectingData()


code: void SetSelectedEntity ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) InSelectedEntity )


className: UMassDebuggerSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassDebuggerSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)

bCollectingData

type: bool

DebugVisualizer

type: TObjectPtr<AMa...

Entities

type: TArray<FMassEn...

Locations

type: TArray< FVector...

OnEntitySelectedHandle

type: FDelegateHandle

SelectedEntity

type: FMassEntityHand...

SelectedEntityDetails

type: FString

Shapes

type: TArray<FShapeD...


code: int32 AddDebugVisInstance ( const uint16 VisualType )


description: Returns index to the newly created VisualDataTable entry

code: uint16 AddDebugVisType ( const [FAgentDebugVisualization](API\Plugins\MassGameplayDebug\FAgentDebugVisualization) & Data )


description: Will create Owner's "visual components" only it they're missing or out of sync with VisualDataTable


code: void ConstructVisualComponent()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


className: UMassDebugVisualizationComponent

description: Meant to be created procedurally and owned by anAMassDebugVisualizerinstance. Will ensure if placed on a different type of actor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassDebugVisualizationComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

VisualDataISMCs

type: TArray<TObject...

VisualDataTable

type: TArray<FAgentD...


description: Appends items into the entity template required for the trait.

code: virtual void BuildTemplate ( [FMassEntityTemplateBuildContext](API\Plugins\MassSpawner\FMassEntityTemplateBuildContext) & BuildContext, const [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) const


className: UMassDebugVisualizationTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Debug Visualization")) class UMassDebugVisualizationTrait : public [UMassEntityTraitBase](API\Plugins\MassSpawner\UMassEntityTraitBase)

DebugShape

type: FAgentDebugVisu...


code: virtual void ConfigureQueries()


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


description: New one

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassProcessor_UpdateDebugVis : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

EntityQuery

type: FMassEntityQuer...


module: MassGameplayEditor

code: void RegisterSectionMappings()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FMassGameplayEditorModule

description: The public interface to this module

code: class FMassGameplayEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: IMassGameplayEditor

description: Mass Editor public interface

code: class IMassGameplayEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


className: UMassActorEditorSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassActorEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

ActorManager

type: TSharedPtr<FMa...


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: MassGameplayExternalTraits


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IMassGameplayExternalTraitsModule

code: class IMassGameplayExternalTraitsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: enum &123; GameThreadOnly = false &125;


code: template<> struct TMassExternalSubsystemTraits< USmartObjectSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UZoneGraphAnnotationSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UZoneGraphSubsystem >


module: MassGameplayTestSuite

code: static [IMassGameplayTestSuiteModule](API\Plugins\MassGameplayTestSuite\IMassGameplayTestSuiteModule) & Get()


className: IMassGameplayTestSuiteModule

description: The public interface to this module

code: class IMassGameplayTestSuiteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: We are not using enum class here because we are doing so many arithmetic operation and comparison on them that it is not worth polluting int32 casts everywhere in the code.

module: MassLOD

code: namespace EMassLOD { enum Type { High, Medium, Low, Off, Max, } }


className: EMassVisibility

code: enum EMassVisibility { CanBeSeen, CulledByFrustum, CulledByDistance, Max, }


className: bCalculateLODSignificance

code: enum { bCalculateLODSignificance = false }


className: bDoVisibilityLogic

code: enum { bDoVisibilityLogic = false }


className: bLocalViewersOnly

code: enum { bLocalViewersOnly = false }


className: bMaximizeCountPerViewer

code: enum { bMaximizeCountPerViewer = false }


className: bStoreInfoPerViewer

code: enum { bStoreInfoPerViewer = false }


className: FLODDefaultLogic

description: Traits for LOD logic calculation behaviors

code: struct FLODDefaultLogic


className: FMassCollectLODViewerInfoTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassCollectLODViewerInfoTag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


className: bCalculateLODPerViewer

code: enum { bCalculateLODPerViewer = false }


code: enum { bDoVisibilityLogic = true }


code: enum { bCalculateLODSignificance = true }


code: enum { bLocalViewersOnly = true }


className: FMassCombinedLODLogic

code: struct FMassCombinedLODLogic : public [FLODDefaultLogic](API\Plugins\MassLOD\FLODDefaultLogic)


className: FMassGenericCollectorLogic

code: struct FMassGenericCollectorLogic : public [FLODDefaultLogic](API\Plugins\MassLOD\FLODDefaultLogic)


className: FMassHighLODTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassHighLODTag : public [FMassTag](API\Plugins\MassEntity\FMassTag)


code: void CacheViewerInformation ( TConstArrayView< [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) > ViewerInfos )


description: Visibility conditional fragment accessors

code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetClosestDistanceToFrustum ( TemplateClass & Obj, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetClosestDistanceToFrustum ( TemplateClass & Obj, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetDistanceToFrustum ( TemplateClass & Obj, int32 Index, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetDistanceToFrustum ( TemplateClass & Obj, int32 Index, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetDistanceToViewerSq ( TemplateClass & Obj, int32 Index, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetDistanceToViewerSq ( TemplateClass & Obj, int32 Index, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) >::Type GetLODPerViewer ( TemplateClass & Obj, int32 Index, [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) >::Type GetLODPerViewer ( TemplateClass & Obj, int32 Index, [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) DefaultValue )


description: LOD Significance conditional fragment accessors

code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetLODSignificance ( TemplateClass & Obj, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), float >::Type GetLODSignificance ( TemplateClass & Obj, float DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) >::Type GetPrevLODPerViewer ( TemplateClass & Obj, int32 Index, [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) >::Type GetPrevLODPerViewer ( TemplateClass & Obj, int32 Index, [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) DefaultValue )


code: template<bool Condition, typename TemplateClass> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) >::Type GetPrevVisibility ( TemplateClass & Obj, [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) DefaultValue )