className: FLocalizationContext

code: struct FLocalizationContext

WorldContext

type: TWeakObjectPtr<...


module: LocalizableMessage

code: static [ILocalizableMessageModule](API\Plugins\LocalizableMessage\ILocalizableMessageModule) & Get()


className: ILocalizableMessageModule

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


description: Conversion function from LocalizableMessage toFText.

module: LocalizableMessageBlueprint

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Localizable Message", Meta=(WorldContext="WorldContextObject")) static [FText](API\Runtime\Core\Internationalization\FText) Conv_LocalizableMessageToText ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Message )


description: Returns true if the message is empty

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Localizable Message") static bool IsEmpty_LocalizableMessage ( const [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Message )


description: Resets the Localizable Message

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Localizable Message") static void Reset_LocalizableMessage ( [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Message )


className: ULocalizableMessageLibrary

description: BlueprintFunctionLibrary for LocalizableMessage


className: FLocationServicesAndroidEditorModule

module: LocationServicesAndroidEditor

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


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


className: ULocationServicesAndroidSettings

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

bCoarseLocationEnabled

type: bool


className: ELocationAccuracy

description: Enum used to determine what accuracy the Location Services should be run with. Based off the iOS kCLLocationAccuracy enums since those were the most restrictive (but convienently also had descriptive names)

module: LocationServicesBPLibrary

code: enum ELocationAccuracy { LA_ThreeKilometers, LA_OneKilometer, LA_HundredMeters, LA_TenMeters, LA_Best, LA_Navigation, }


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


className: FLocationServicesBPLibraryModule

description: The public interface to this module

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


code: FLocationServicesData()


className: FLocationServicesData

description: Struct to hold relevant location data retrieved from the mobile implementation's Location Service

Altitude

type: float

description: In meters, if provided with the result

HorizontalAccuracy

description: Estimated horizontal (Android: overall) accuracy of the result, in meters

Timestamp

description: Timestamp from when this location data was taken (UTC time in milliseconds since 1 January 1970)

VerticalAccuracy

description: Estimated accuracy of the result, in meters (iOS only)


description: Checks if the Location Services on the mobile device are enabled for this application

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Services|Mobile|Location") static bool AreLocationServicesEnabled()


code: static void ClearLocationServicesImpl()


description: Returns the last location information returned by the location service. If no location update has been made, will return a default-value-filled struct.


description: Returns the Location Services implementation object. Intended to be used to set up theFLocationServicesData_OnLocationChangeddelegate in Blueprints.


className: ImplInstance

code: static [ULocationServicesImpl](API\Plugins\LocationServicesBPLibrary\ULocationServicesImpl) * ImplInstance = NULL;


description: Called to set up the Location Service before use

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Services|Mobile|Location") static bool InitLocationServices ( [ELocationAccuracy](API\Plugins\LocationServicesBPLibrary\ELocationAccuracy) Accuracy, float UpdateFrequency, float MinDistanceFilter )


description: Checks if the supplied Accuracy is available on the current device.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Services|Mobile|Location") static bool IsLocationAccuracyAvailable ( [ELocationAccuracy](API\Plugins\LocationServicesBPLibrary\ELocationAccuracy) Accuracy )


description: Set and clear the Location Services implementation object. Used by the module at startup and shutdown, not intended for use outside of that

code: static void SetLocationServicesImpl ( [ULocationServicesImpl](API\Plugins\LocationServicesBPLibrary\ULocationServicesImpl) * Impl )


description: Starts requesting location updates from the appropriate Location Service

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Services|Mobile|Location") static bool StartLocationServices()


description: Stops the updates of location from the Location Service that was started with StartLocationService

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Services|Mobile|Location") static bool StopLocationServices()


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


className: ULocationServices

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULocationServices : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: virtual bool InitLocationServices ( [ELocationAccuracy](API\Plugins\LocationServicesBPLibrary\ELocationAccuracy) Accuracy, float UpdateFrequency, float MinDistanceFilter )


code: virtual bool IsLocationAccuracyAvailable ( [ELocationAccuracy](API\Plugins\LocationServicesBPLibrary\ELocationAccuracy) Accuracy )


description: true if the mobile device has enabled the appropriate service for the app

code: virtual bool IsLocationServiceEnabled()


code: virtual bool StartLocationService()


code: virtual bool StopLocationService()


className: ULocationServicesImpl

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

OnLocationChanged

type: FLocationServic...


className: FLocationServicesIOSEditorModule

module: LocationServicesIOSEditor

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


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


className: ULocationServicesIOSSettings

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

LocationAlwaysUsageDescription

type: FString

description: Text to display when requesting permission for Location Services


className: ELoginFlowErrorResult

module: LoginFlow

code: enum ELoginFlowErrorResult { Unknown, LoadFail, }


description:
Register an online subsystem with the login flow factory (call at startup)
whether or not the login flow was successfully added

code: virtual bool AddLoginFlow ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier, const [FOnDisplayPopup](API\Plugins\LoginFlow\ILoginFlowManager\FOnDisplayPopup) & InPopupDelegate, const [FOnDisplayPopup](API\Plugins\LoginFlow\ILoginFlowManager\FOnDisplayPopup) & InCreationFlowPopupDelegate, bool bPersistCookies, bool bConsumeInput )


description: Cancel an active login flow

code: virtual void CancelLoginFlow()


description: Cancel an active account creation flow


description:
Has a given login flow been setup
true if login flow added, false otherwise

code: virtual bool HasLoginFlow ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier )


description: Cleanup and remove all registered login flows, detaching from online subsystems

code: virtual void Reset()


className: FLoginFlowManager

description: OnlineSubsystemFacebook and OnlineSubsystemGoogle for Windows requires this

code: class FLoginFlowManager : public [ILoginFlowManager](API\Plugins\LoginFlow\ILoginFlowManager)


className: FOnLoginFlowError

description: Delegate executed when there is an error dealing with the entirety of the login flow

code: typedef TBaseDelegate_TwoParams< void, [ELoginFlowErrorResult](API\Plugins\LoginFlow\ELoginFlowErrorResult), const [FString](API\Runtime\Core\Containers\FString) & > FOnLoginFlowError


className: FOnLoginFlowRedirectURL

description: Delegate executed when a redirect URL is about to be handled by the browser window

code: typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FOnLoginFlowRedirectURL


className: FOnLoginFlowRequestClose

description: Delegate executed when the login flow is handling a closure of the browser window

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnLoginFlowRequestClose


code: bool AddLoginFlow ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier, const [FOnDisplayPopup](API\Plugins\LoginFlow\ILoginFlowManager\FOnDisplayPopup) & InPopupDelegate, const [FOnDisplayPopup](API\Plugins\LoginFlow\ILoginFlowManager\FOnDisplayPopup) & InCreationFlowPopupDelegate, bool bPersistCookies, bool bConsumeInput )


description: Cancel an active account creation flow

code: void CancelAccountCreationFlow()


description: Cancel an active login flow

code: void CancelLoginFlow()


className: FOnDisplayPopup

description: Delegate that will be called when the popup is dismissed (to clean up any slate borders created)  PopupWidget The widget that contains the browser window.

code: typedef TBaseDelegate_OneParam< [FOnPopupDismissed](API\Plugins\LoginFlow\ILoginFlowManager\FOnPopupDismissed), const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & > FOnDisplayPopup


className: FOnPopupDismissed

description: Called when a popup is ready to be dismissed.

code: typedef TBaseDelegate_NoParams< void > FOnPopupDismissed


code: bool HasLoginFlow ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier )


code: void Reset()


className: ILoginFlowManager

description: OnlineSubsystemFacebook for Windows requires this

code: class ILoginFlowManager : public [TSharedFromThis< ILoginFlowManager >](API\Runtime\Core\Templates\TSharedFromThis)


description: Create a login flow manager that will handle the proper interactions between the code requiring a login flow UI and the application

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILoginFlowManager](API\Plugins\LoginFlow\ILoginFlowManager) > CreateLoginFlowManager() const


description:
Creates a login flow widget.
The new widget.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateLoginFlowWidget ( const [FCreateSettings](API\Plugins\LoginFlow\ILoginFlowModule\FCreateSettings) & Settings ) const


className: FCreateSettings

code: struct FCreateSettings

bConsumeInput

description: Whether or not the widget should consume input not handled by the browser

BrowserContextSettings

type: TSharedPtr<FBr...

description: Optional browser context settings

CloseCallback

type: FOnLoginFlowReq...

description: Delegate to fire on widget closure

ErrorCallback

type: FOnLoginFlowErr...

description: Delegate to fire on flow error

RedirectCallback

type: FOnLoginFlowRed...

description: Delegate to fire for every URL redirect

StyleSet

type: ISlateStyle...

description: Optional Slate style for the internal widgets

Url

description: Starting URL for login flow


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 [ILoginFlowModule](API\Plugins\LoginFlow\ILoginFlowModule) & 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: ILoginFlowModule

description: Interface for the login flow module.

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


className: EAgentComponentState

module: MassActors

code: enum EAgentComponentState { None, EntityPendingCreation, EntityCreated, PuppetPendingInitialization, PuppetInitialized, PuppetPaused, PuppetPendingReplication, PuppetReplicatedOrphan, }


className: EMassActorSpawnRequestAction

code: enum EMassActorSpawnRequestAction { Keep, Remove, }


className: ESpawnRequestStatus

code: enum ESpawnRequestStatus { None, Pending, Processing, Succeeded, Failed, RetryPending, }


className: EActorAccess

code: enum EActorAccess { OnlyWhenAlive, IncludePendingKill, IncludeUnreachable, }


description: none const pointer to the actor only if owned by mass

code: const [AActor](API\Runtime\Engine\GameFramework\AActor) * Get() const


code: const [AActor](API\Runtime\Engine\GameFramework\AActor) * Get ( [EActorAccess](API\Plugins\MassActors\FMassActorFragment\EActorAccess) Access ) const


description: Virtual destructor.

code: virtual ~ILoginFlowModule()


description: none const pointer to the actor


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMutable ( [EActorAccess](API\Plugins\MassActors\FMassActorFragment\EActorAccess) Access )


description: if the actor is owned by mass

code: bool IsOwnedByMass() const


description: if the actor is a valid pointer

code: bool IsValid() const


description: Resets the actor pointed by this fragment, will also keep the map back in MassActorSubsystem up to date

code: void ResetAndUpdateHandleMap()


description: Resets the actor pointed by this fragment, will NOT keep map back in MassActorSubsystem up to date. The user needs to do the map update by hand. Useful in multithreaded environment, to queue the update of the map inside a deferred command

code: void ResetNoHandleMapUpdate()


description: Set the actor associated to a mass agent, will also keep the map back in MassActorSubsystem up to date.

code: void SetAndUpdateHandleMap ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) MassAgent, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bInIsOwnedByMass )


description: Set the actor associated to a mass agent, will NOT keep map back in MassActorSubsystem up to date. The user needs to do the map update by hand. Useful in multithreaded environment, to queue the update of the map inside a deferred command

code: void SetNoHandleMapUpdate ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) MassAgent, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bInIsOwnedByMass )


className: FMassActorFragment

description: Fragment to save the actor pointer of a mass entity if it exist

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassActorFragment : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)


description: Removes the connection between Actor and the given entity. Does all the required book keeping (as opposed to straight up RemoveHandleForActor call). If the Handle doesn't match Actor no action is taken.

code: void DisconnectActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle )


description: Get an actor pointer from a mass handle

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorFromHandle ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle, [FMassActorFragment::EActorAccess](API\Plugins\MassActors\FMassActorFragment\EActorAccess) Access ) const


description: Get mass handle from an actor

code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) GetEntityHandleFromActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor )


description: Remove entry associated to an actor

code: void RemoveHandleForActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor )


description: Set the mass handle associated to an actor

code: void SetHandleForActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle )


code: FMassActorManager ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > & EntityManager, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


className: FMassActorManager

code: struct FMassActorManager : public [TSharedFromThis< FMassActorManager >](API\Runtime\Core\Templates\TSharedFromThis)

ActorHandleMap

type: TMap<TObjectKe...

ActorHandleMapDetector

type: FRWAccessDetect...

EntityManager

type: TSharedPtr<FMa...

Owner

description: Points at anUObjecthosting this instance of theFMassActorManager.


className: FMassActorPostSpawnDelegate

code: typedef TBaseDelegate_TwoParams< [EMassActorSpawnRequestAction](API\Plugins\MassActors\EMassActorSpawnRequestAction), const [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) &SpawnRequestHandle, [FConstStructView](API\Plugins\StructUtils\FConstStructView) SpawnRequest > FMassActorPostSpawnDelegate


className: FMassActorPreSpawnDelegate

code: typedef TBaseDelegate_TwoParams< void, const [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) &SpawnRequestHandle, [FConstStructView](API\Plugins\StructUtils\FConstStructView) SpawnRequest > FMassActorPreSpawnDelegate


className: FMassActorSpawnRequest

description: Base class for all spawn request

ActorPostSpawnDelegate

type: FMassActorPostS...

description: Delegate that will be called once the spawning is done

ActorPreSpawnDelegate

type: FMassActorPreSp...

description: Delegate that will be called just before the spawning an actor, giving the chance to the processor to prepare it

MassAgent

type: FMassEntityHand...

description: The actual mass agent handle corresponding to the actor to spawn

Priority

description: Priority of this spawn request in comparison with the others, the lower the value is, the higher the priority is

RequestedTime

type: double

description: Requested world time seconds

SerialNumber

description: Internal request serial number (used to cycle through next spawning request)

SpawnedActor

type: TObjectPtr<AAc...

description: The pointer to the actor once it is spawned

SpawnStatus

type: ESpawnRequestSt...

description: The current status of the spawn request

Template

type: TSubclassOf<AA...

description: The template BP actor to spawn

Transform

type: FTransform

description: The location of where to spawn that actor


code: FMassActorSpawnRequestHandle()


description: Passing INDEX_NONE as index will make this handle Invalid

code: FMassActorSpawnRequestHandle ( const int32 InIndex, const uint32 InSerialNumber )


className: FMassActorSpawnRequestHandle

description: Handle for an actor spawning request.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassActorSpawnRequestHandle : public [FIndexedHandleBase](API\Runtime\AIModule\FIndexedHandleBase)


className: FMassAgentComponentDelegate

code: typedef TMulticastDelegate_OneParam< void, const [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & > FMassAgentComponentDelegate


className: FMassAgentInitializationQueue

AgentComponents

type: TArray<TObject...


description: Managing class of spawning requests handles.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Mass|Actor Pooling") bool CanBePooled()


className: IMassActorPoolableInterface

code: class IMassActorPoolableInterface : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Mass|Actor Pooling") void PrepareForPooling()


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 [IMassActorsModule](API\Plugins\MassActors\IMassActorsModule) & 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: IMassActorsModule

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

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


className: GameThreadOnly

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


code: template<> struct TMassExternalSubsystemTraits< UMassActorSubsystem >


className: FCapsuleComponentWrapperFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCapsuleComponentWrapperFragment : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)

Component

type: TWeakObjectPtr<...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCharacterMovementComponentWrapperFragment : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FDataFragment_BehaviorTreeComponentWrapper : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)


className: FMassCapsuleTransformCopyToActorTag

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


className: FMassCapsuleTransformCopyToMassTag

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


className: FMassCharacterMovementCopyToActorTag

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


className: FMassCharacterMovementCopyToMassTag

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


className: FMassCharacterOrientationCopyToActorTag

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


className: FMassCharacterOrientationCopyToMassTag

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


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


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


className: FMassSceneComponentWrapperFragment

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassSceneComponentWrapperFragment : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)


code: virtual void ConfigureQueries()


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


code: UMassCapsuleTransformToMassTranslator()


className: UMassCapsuleTransformToMassTranslator

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCapsuleTransformToMassTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)

EntityQuery

type: FMassEntityQuer...


className: UMassCharacterMovementToActorTranslator

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCharacterMovementToActorTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


className: UMassCharacterMovementToMassTranslator

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCharacterMovementToMassTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCharacterOrientationToActorTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCharacterOrientationToMassTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassSceneComponentLocationToActorTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassSceneComponentLocationToMassTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


className: UMassTransformToActorCapsuleTranslator

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTransformToActorCapsuleTranslator : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassTranslator_BehaviorTree : public [UMassTranslator](API\Plugins\MassSpawner\UMassTranslator)


description:
Finds the entity associated with Actor and adds TagType to it,
true if successful, false otherwise (see log for details)

code: namespace UE { namespace MassActor { template<typename TagType> bool UE::MassActor::AddEntityTagToActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) } }


description:
Finds the entity associated with Actor and remove TagType from its composition
true if successful, false otherwise (see log for details)

code: namespace UE { namespace MassActor { template<typename TagType> bool UE::MassActor::RemoveEntityTagFromActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) } }


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


className: UMassActorPoolableInterface

code: class UMassActorPoolableInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Destroy an actor

code: void DestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bImmediate )


description:
Returns the stored spawn request from the handle, useful to update the transform
The spawn request cast in the provided template argument

code: template<typename T> T & GetMutableSpawnRequest ( const [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) SpawnRequestHandle )


description:
Retrieve what would be the next best spawning request to spawn, can be overridden to have different logic Default implementation is the first valid request in the list, no interesting logic yet
the next best handle to spawn.


code: template<typename T> const T & GetSpawnRequest ( const [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) SpawnRequestHandle ) const


description: USubsystemBEGIN.

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


description: Called at the end of the PrePhysics mass processing phase and calls ProcessPendingDestruction

code: void OnPrePhysicsPhaseFinished ( const float DeltaSeconds )


description: Called at the start of the PrePhysics mass processing phase and calls ProcessPendingSpawningRequest

code: void OnPrePhysicsPhaseStarted ( const float DeltaSeconds )


description: Go through the queued actors to destroy and destroy them until we reach the budget

code: void ProcessPendingDestruction ( const double MaxTimeSlicePerTick )


description: Go through the spawning request and spawn them until we reach the budget

code: void ProcessPendingSpawningRequest ( const double MaxTimeSlicePerTick )


description:
Try releasing this actor to pool if possible
true if the actor was actually released to the pool

code: bool ReleaseActorToPool ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description:
Removes a spawn request The only time a spawn request cannot be removed is when its state is processing Also spawn requests are auto removed if you provided a spawn delegate after it was being executed.
true if successfully removed the request

code: bool RemoveActorSpawnRequest ( [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) & SpawnRequestHandle )


description: Request an actor to spawn Note: If you do not provide a spawn delegate, the requester is responsible to remove the request by hand. It will be auto removed after the execution of the spawn delegate.

code: template<typename T, typename> [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) RequestActorSpawn ( const T & InSpawnRequest )


description: Internal generic request actor spawn to make sure the request derives fromFMassActorSpawnRequest

code: [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) RequestActorSpawnInternal ( const [FConstStructView](API\Plugins\StructUtils\FConstStructView) SpawnRequest )


description: Retries a failed spawn request

code: void RetryActorSpawnRequest ( const [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) SpawnRequestHandle )


description:
Actual code that will spawn the actor, overridable by subclass if need to be.
spawned actor if succeeded.

code: virtual [ESpawnRequestStatus](API\Plugins\MassActors\ESpawnRequestStatus) SpawnActor ( [FConstStructView](API\Plugins\StructUtils\FConstStructView) SpawnRequestView, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & OutSpawnedActor ) const


code: virtual [ESpawnRequestStatus](API\Plugins\MassActors\ESpawnRequestStatus) SpawnOrRetrieveFromPool ( [FConstStructView](API\Plugins\StructUtils\FConstStructView) SpawnRequestView, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & OutSpawnedActor )


className: UMassActorSpawnerSubsystem

description: A subsystem managing spawning of actors for all mass subsystems

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

bActorPoolingEnabled

type: bool

PooledActors

type: TMap<TSubclass...

RequestSerialNumberCounter

type: std::atomic< ui...

SpawnRequests

type: TArray<FInstan...


code: virtual void Deinitialize()


description: Removes the connection between Actor and the given entity. Does all the required book keeping (as opposed to straight up RemoveHandleForActor call). If the Handle doesn't match Actor no action is taken.

code: void DisconnectActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle )


description: Get an actor pointer from a mass handle

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorFromHandle ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle, [FMassActorFragment::EActorAccess](API\Plugins\MassActors\FMassActorFragment\EActorAccess) Access ) const


description: UMassActorSubsystem's inlines

code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) GetEntityHandleFromActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor )


description: USubsystemBEGIN.

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


description: Remove entry associated to an actor

code: void RemoveHandleForActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor )


description: Set the mass handle associated to an actor

code: void SetHandleForActor ( const [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Handle )


className: UMassActorSubsystem

description: A subsystem managing communication between Actors and Mass

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


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: UMassAgentCapsuleCollisionSyncTrait

description: The trait initializes the entity with actor capsule component's radius. In addition, if bSyncTransform is true the trait keeps actor capsule component's and entity's transforms in sync.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Agent Capsule Collision Sync")) class UMassAgentCapsuleCollisionSyncTrait : public [UMassAgentSyncTrait](API\Plugins\MassActors\UMassAgentSyncTrait)


code: void ClearEntityHandleInternal()


code: void ClearReplicatedPuppetHandle()


code: void DebugCheckStateConsistency()


description: Registers the component with the owner effectively turning it off

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Mass) void Disable()


description: Registers the component with the owner effectively turning it on. Calling it multiple times won't break anything

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Mass) void Enable()


code: const [FMassEntityConfig](API\Plugins\MassSpawner\FMassEntityConfig) & GetEntityConfig() const


description: Methods handling the state for actors that needs mass entity creation


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


code: const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & GetPuppetSpecificAddition() const


code: bool IsEntityPendingCreation() const


description: boolean whether this component was paused via PausePuppet method

code: bool IsPuppetPaused() const


code: bool IsPuppetReplicationPending() const


code: bool IsReadyForPooling() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Mass) void KillEntity ( const bool bDestroyActor )


code: void MakePuppetAReplicatedOrphan()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_NetID()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Re-adds/Removes all puppet fragments added on the mass agent This is only supported in Puppet flow

code: void PausePuppet ( const bool bPause )


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: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void PuppetInitializationAborted()


code: void PuppetInitializationDone()


code: void PuppetInitializationPending()


description: Methods handling the state of a server replicated puppet

code: void PuppetReplicationPending()


code: void PuppetUnregistrationDone()


description: Support poolable mass agents going into stasis.

code: void RegisterWithAgentSubsystem()


code: void SetEntityConfig ( const [FMassEntityConfig](API\Plugins\MassSpawner\FMassEntityConfig) & InEntityConfig )


code: void SetEntityHandle ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) NewHandle )


code: void SetEntityHandleInternal ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) NewHandle )


description: Methods handling the state of puppet actors that needs fragments initialization

code: void SetPuppetHandle ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) NewHandle )


code: void SetReplicatedPuppetHandle ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) NewHandle )


code: void SwitchToState ( [EAgentComponentState](API\Plugins\MassActors\EAgentComponentState) NewState )


code: void UnregisterWithAgentSubsystem()


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


className: UMassAgentComponent

description: If present present on an actor in the world it makes it communicate with the MassSimulation which will create an entity representing given actor. Use case 1) will also applicable in this case. The component is unregistered by default and requires manual enabling via a 'Enable' call

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Mass, Meta=(BlueprintSpawnableComponent), HideCategories=(Sockets, Collision)) class UMassAgentComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bAutoRegisterInEditorMode

type: uint32:  1

EntityConfig

type: FMassEntityConf...

NetID

type: FMassNetworkID

PuppetSpecificAddition

type: FMassArchetypeC...

description: Contains all the fragments added to the entity during puppet's initialization.

State

type: EAgentComponent...

TemplateID

type: FMassEntityTemp...


className: UMassAgentFeetLocationSyncTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Agent Feet Location Sync")) class UMassAgentFeetLocationSyncTrait : public [UMassAgentSyncTrait](API\Plugins\MassActors\UMassAgentSyncTrait)


className: UMassAgentMovementSyncTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Agent Movement Sync")) class UMassAgentMovementSyncTrait : public [UMassAgentSyncTrait](API\Plugins\MassActors\UMassAgentSyncTrait)


className: UMassAgentOrientationSyncTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Agent Orientation Sync")) class UMassAgentOrientationSyncTrait : public [UMassAgentSyncTrait](API\Plugins\MassActors\UMassAgentSyncTrait)


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: The delegate of when MassAgentComponent is detaching from its mass entity


description: The delegate of when MassAgentComponent gets associated to a mass entity


description: Processes PendingAgentEntities to initialize fragments of recently created agent entities and PendingPuppets to create and initialize puppet-specific fragments

code: void HandlePendingInitialization()


description: USubsystemBEGIN.

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


description: Lets the system know given agent is a puppet (an unreal-side representation of a mass entity)

code: void MakePuppet ( [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


description: Notifies that this MassAgentComponent is now associated to a mass entity

code: void NotifyMassAgentComponentEntityAssociated ( const [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp ) const


description: Notifies that this MassAgentComponent is now detaching from its mass entity

code: void NotifyMassAgentComponentEntityDetaching ( const [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp ) const


description: Notifies that this MassAgentComponent is now replicated with a valid NetID

code: void NotifyMassAgentComponentReplicated ( [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


description: Callback registered to the replication manager when a mass agent is added to the replication (client only)

code: void OnMassAgentAddedToReplication ( [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID) NetID, [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Callback registered to the replication manager when a mass agent is removed from the replication (client only)

code: void OnMassAgentRemovedFromReplication ( [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID) NetID, [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Bound to UMassSimulationSubsystem.OnProcessingPhaseStartedDelegate and called before every processing phase start

code: void OnProcessingPhaseStarted ( const float DeltaSeconds, const [EMassProcessingPhase](API\Plugins\MassEntity\EMassProcessingPhase) Phase )


description: Registers given AgentComp with the Mass Simulation, including creation of aFMassEntityHandleusing UMassAgentComponent.LWComponentList to determine the Archetype to use.

code: [FMassEntityTemplateID](API\Plugins\MassSpawner\FMassEntityTemplateID) RegisterAgentComponent ( [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


description: Same as UnregisterAgentComponent, but on top of that it tells the system it will never register again

code: void ShutdownAgentComponent ( [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


description: Removes given AgentComp instance from the system. If there's an entity created with the AgentComp instance then it will be destroyed.

code: void UnregisterAgentComponent ( [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


description: Called for AgentComp that has already been registered with the Agent Manager to notify it that AgentComp's Mass-relevant properties had changed, most notably its fragment composition. The Agent Manager will update the information on Mass side potentially reallocating the associated entity to a different archetype

code: void UpdateAgentComponent ( const [UMassAgentComponent](API\Plugins\MassActors\UMassAgentComponent) & AgentComp )


className: UMassAgentSubsystem

description: A subsystem managing communication between Actors and Mass

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

EntityManager

type: TSharedPtr<FMa...

PendingAgentEntities

type: TMap<FMassEnti...

ReplicatedAgentComponents

type: TMap<FMassNetw...

ReplicationSubsystem

type: TObjectPtr<UMa...


code: void SetSyncDirection ( const [EMassTranslationDirection](API\Plugins\MassSpawner\EMassTranslationDirection) NewDirection )


className: UMassAgentSyncTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMassAgentSyncTrait : public [UMassEntityTraitBase](API\Plugins\MassSpawner\UMassEntityTraitBase)

SyncDirection

type: EMassTranslatio...


description: Struct that represents the runtime data of the node.

module: MassAIBehavior

code: virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetInstanceDataType() const


description: True if the condition passes.

code: virtual bool TestCondition ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


className: FZoneGraphTagCondition

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="ZoneGraphTag Compare") struct FZoneGraphTagCondition : public [FStateTreeConditionBase](API\Plugins\StateTreeModule\FStateTreeConditionBase)


className: FZoneGraphTagConditionInstanceData

description: ZoneGraph Tag condition.

Left

type: FZoneGraphTag


code: FZoneGraphTagFilterCondition()


className: FZoneGraphTagFilterCondition

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="ZoneGraphTagFilter Compare") struct FZoneGraphTagFilterCondition : public [FStateTreeConditionBase](API\Plugins\StateTreeModule\FStateTreeConditionBase)

Filter

type: FZoneGraphTagFi...


description: ZoneGraph Tag condition.

Tags

type: FZoneGraphTagMa...


code: FZoneGraphTagMaskCondition()


className: FZoneGraphTagMaskCondition

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="ZoneGraphTagMask Compare") struct FZoneGraphTagMaskCondition : public [FStateTreeConditionBase](API\Plugins\StateTreeModule\FStateTreeConditionBase)

bInvert

type: bool

Operator

type: EZoneLaneTagMas...


className: FZoneGraphTagMaskConditionInstanceData

description: ZoneGraph Tag condition.


className: EMassLookAtGazeMode

description: Gifferent gaze modes applied on top of the look at mode.

code: enum EMassLookAtGazeMode { None, Constant, Glance, }


className: EMassLookAtMode

description: Primary look at mode, gazing can be applied on top.

code: enum EMassLookAtMode { LookForward, LookAlongPath, LookAtEntity, }


description: TStateTreeExternalDataHandle

code: virtual bool Link ( [FStateTreeLinker](API\Plugins\StateTreeModule\FStateTreeLinker) & Linker )


description: Called each frame to update the evaluator.

code: virtual void Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime ) const


className: FMassComponentHitEvaluator

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mass ComponentHit Eval")) struct FMassComponentHitEvaluator : public [FMassStateTreeEvaluatorBase](API\Plugins\MassAIBehavior\FMassStateTreeEvaluatorBase)

ComponentHitSubsystemHandle

type: TStateTreeExter...


className: FMassComponentHitEvaluatorInstanceData

description: Evaluator to extract last hit from the MassComponentHitSubsystem and expose it for tasks and transitions

LastHitEntity

type: FMassEntityHand...


description: Evaluator to expose ZoneGraph Annotation Tags for decision making.


code: FMassZoneGraphAnnotationEvaluator()


className: FMassZoneGraphAnnotationEvaluator

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="ZG Annotation Tags")) struct FMassZoneGraphAnnotationEvaluator : public [FMassStateTreeEvaluatorBase](API\Plugins\MassAIBehavior\FMassStateTreeEvaluatorBase)


code: FMassHitResult ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) OtherEntity, const double Time )


className: FMassHitResult

HitTime

type: double

description: Time when first hit was received.

LastFilteredHitTime

description: Time used for filtering frequent hits.


className: FMassLookAtFragment

description: Struct that holds all parameters of the current entity look at

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

bRandomGazeEntities

type: uint8:  1

description: Tru if random gaze can also pick interesting entities to look at.

Direction

type: FVector

description: Current look at direction (with gaze applied).

GazeDirection

description: Current gaze direction, applied on top of look at direction based on gaze mode.

GazeDuration

type: float

description: Duration of the current gaze.

GazeStartTime

description: Start time of the current gaze.

GazeTrackedEntity

description: Entity that is tracked as part of gazing.

LastSeenActionID

description: Last seen action ID, used to check when look at trajectory needs to be updated.

LookAtMode

type: EMassLookAtMode

description: Primary look at mode.

RandomGazeMode

type: EMassLookAtGaze...

description: Gaze look at mode.

RandomGazePitchVariation

description: Random gaze angle pitch variation (in degrees).

RandomGazeYawVariation

description: Random gaze angle yaw variation (in degrees).

TrackedEntity

description: Specific entity that is being tracked as primary look at.


className: FMassLookAtTargetTag

description: Special tag to mark an entity that could be tracked by the LookAt

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


code: bool AddPoint ( const FVector Position, const FVector2D Tangent, const float DistanceAlongLane )


code: FVector GetPointAtDistanceExtrapolated ( const float DistanceAlongPath ) const


className: MaxPoints

code: static constexpr uint8 MaxPoints = 3;


code: FMassLookAtTrajectoryFragment()


className: FMassLookAtTrajectoryFragment

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

LaneHandle

type: FZoneGraphLaneH...

description: Lane handle the trajectory was build for.

NumPoints

description: Number of points on path.

Points

type: TStaticArray<F...

description: Path points


code: void Set ( const FVector InPosition, const FVector2D InTangent, const float InDistanceAlongLane )


className: FMassLookAtTrajectoryPoint

DistanceAlongLane

description: Position of the point along the original path. (Could potentially be uint16 at 10cm accuracy)

Position

description: Position of the path.

Tangent

description: Tangent direction of the path.


className: FMassStateTreeActivatedTag

description: Special tag to know if the state tree has been activated

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


className: FMassStateTreeEvaluatorBase

description: Base struct for all Mass StateTree Evaluators.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mass Evaluator Base")) struct FMassStateTreeEvaluatorBase : public [FStateTreeEvaluatorBase](API\Plugins\StateTreeModule\FStateTreeEvaluatorBase)


description: Callback when delayed transition is triggered. Contexts that are event based can use this to trigger a future event.

code: virtual void BeginDelayedTransition ( const [FStateTreeTransitionDelayedState](API\Plugins\StateTreeModule\FStateTreeTransitionDelayedState) & DelayedState )


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


code: [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & GetEntitySubsystemExecutionContext() const


description: Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, using Entity description.

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


code: void SetEntity ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) InEntity )


code: FMassStateTreeExecutionContext ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InOwner, const [UStateTree](API\Plugins\StateTreeModule\UStateTree) & InStateTree, [FStateTreeInstanceData](API\Plugins\StateTreeModule\FStateTreeInstanceData) & InInstanceData, [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager, [UMassSignalSubsystem](API\Plugins\MassSignals\UMassSignalSubsystem) & InSignalSubsystem, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & InContext )


className: FMassStateTreeExecutionContext

description: ExtendsFStateTreeExecutionContextto provide additional data to Evaluators and Tasks related to MassSimulation

code: struct FMassStateTreeExecutionContext : public [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext)

EntityManager

type: FMassEntityMana...

EntitySubsystemExecutionContext

type: FMassExecutionC...

SignalSubsystem

type: UMassSignalSubs...


className: FMassStateTreeInstanceDataItem

InstanceData

type: FStateTreeInsta...


code: FMassStateTreeInstanceFragment()


description: generation of the handle, used to identify recycled indices.

code: int32 GetGeneration() const


className: FMassStateTreeInstanceFragment

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

InstanceHandle

type: FMassStateTreeI...

description: Handle to a StateTree instance data in MassStateTreeSubsystem.

LastUpdateTimeInSeconds

description: The last update time use to calculate ticking delta time.


description: index the handle points to

code: int32 GetIndex() const


description: true if the handle is valid.

code: bool IsValid() const


description: Initializes new handle based on an index

code: static [FMassStateTreeInstanceHandle](API\Plugins\MassAIBehavior\FMassStateTreeInstanceHandle) Make ( const int32 InIndex, const int32 InGeneration )


code: FMassStateTreeInstanceHandle()


code: FMassStateTreeInstanceHandle ( const int32 InIndex, const int32 InGeneration )


code: FMassStateTreeSharedFragment()


className: FMassStateTreeSharedFragment

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

StateTree

type: TObjectPtr<USt...


className: FMassStateTreeTaskBase

description: Base struct for all Mass StateTree Tasks.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mass Task Base")) struct FMassStateTreeTaskBase : public [FStateTreeTaskBase](API\Plugins\StateTreeModule\FStateTreeTaskBase)


className: FMassZoneGraphAnnotationFragment

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

Tags

type: FZoneGraphTagMa...

description: Behavior tags for current lane


description: Update the ticking frequency of the chunk and return if this chunk should be process this frame

code: static bool UpdateChunk ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


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

bInitialized

type: bool


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 [IMassAIBehaviorModule](API\Plugins\MassAIBehavior\IMassAIBehaviorModule) & 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: IMassAIBehaviorModule

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

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


description: could be replaced by: /**

code: * MASSBEHAVIOR_CLOG ( bDisplayDebug, Log, TEXT("Starting action: %s"), *StaticEnum< ESomeActionEnum > )


className: FMassStateTreeInstanceHandle

description: A handle pointing to a StateTree instance data inUMassStateTreeSubsystem.

code: struct FMassStateTreeInstanceHandle


description:
Called when a new state is entered and task is part of active states.
Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.

code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) EnterState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition ) const


description: Called when a current state is exited and task is part of active states.

code: virtual void ExitState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition ) const


description: Struct that represents the runtime data of the node.

code: virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetInstanceDataType() const


description: TStateTreeExternalDataHandle

code: virtual bool Link ( [FStateTreeLinker](API\Plugins\StateTreeModule\FStateTreeLinker) & Linker )


description:
Called during state tree tick when the task is on active state. Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.

code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime ) const


code: FMassClaimSmartObjectTask()


className: FMassClaimSmartObjectTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Claim SmartObject")) struct FMassClaimSmartObjectTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)

InteractionCooldown

description: Delay in seconds before trying to use another smart object

MassSignalSubsystemHandle

type: TStateTreeExter...


className: FMassClaimSmartObjectTaskInstanceData

description: Tasks to claim a smart object from search results and release it when done.

CandidateSlots

type: FStateTreeStruc...

description: Result of the candidates search request (Input)

ClaimedSlot

type: FSmartObjectCla...


description: Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.

code: virtual void StateCompleted ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) CompletionStatus, const [FStateTreeActiveStates](API\Plugins\StateTreeModule\FStateTreeActiveStates) & CompletedActiveStates ) const


code: FMassFindSmartObjectTask()


className: FMassFindSmartObjectTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Find Smart Object")) struct FMassFindSmartObjectTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)

ActivityRequirements

type: FGameplayTagQue...

description: Gameplay tag query for finding matching smart objects.

SearchInterval

description: How frequently to search for new candidates.


className: FMassFindSmartObjectTaskInstanceData

FoundCandidateSlots

type: FMassSmartObjec...

description: Result of the candidates search request

LastLane

description: Last lane where the smart objects were searched.

NextUpdate

type: double

description: Next update time; task will not do anything when Tick gets called before that time

SearchRequestID

description: The identifier of the search request send by the task to find candidates


className: FMassLookAtTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mass LookAt Task")) struct FMassLookAtTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)

bRandomGazeEntities

description: If true, allow random gaze to look at other entities too.

LookAtMode

type: EMassLookAtMode

description: Look At Mode

RandomGazeMode

type: EMassLookAtGaze...

description: Random gaze Mode

RandomGazePitchVariation

description: Random gaze pitch angle added to the look direction determined by the look at mode.

RandomGazeYawVariation

description: Random gaze yaw angle added to the look direction determined by the look at mode.


className: FMassLookAtTaskInstanceData

description: Task to assign a LookAt target for mass processing

Duration

type: float

description: Delay before the task ends.

TargetEntity

type: FMassEntityHand...

description: Entity to set as the target for the LookAt behavior.

Time

description: Accumulated time used to stop task if duration is set


className: FMassUseSmartObjectTaskInstanceData

description: Task to tell an entity to start using a claimed smart object.


className: FMassUseSmartObjectTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mass Use SmartObject Task")) struct FMassUseSmartObjectTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)


code: FMassZoneGraphFindEscapeTarget()


className: FMassZoneGraphFindEscapeTarget

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="ZG Find Escape Target")) struct FMassZoneGraphFindEscapeTarget : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)

DisturbanceAnnotationTag

type: FZoneGraphTag


description: Updates TargetLocation to a escape target based on the agents current location on ZoneGraph, and disturbance annotation.

EscapeTargetLocation

type: FMassZoneGraphT...


description:
Called when a new state is entered and task is part of active states.
Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.


description: Struct that represents the runtime data of the node.


description: TStateTreeExternalDataHandle


className: FMassZoneGraphFindSmartObjectTarget

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="ZG Find Smart Object Target")) struct FMassZoneGraphFindSmartObjectTarget : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)


description: Computes move target to a smart object based on current location on ZoneGraph.


description:
Called during state tree tick when the task is on active state. Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.


code: bool RequestPath ( [FMassStateTreeExecutionContext](API\Plugins\MassAIBehavior\FMassStateTreeExecutionContext) & Context, const [FMassZoneGraphTargetLocation](API\Plugins\MassAIBehavior\Tasks\FMassZoneGraphTargetLocation) & TargetLocation ) const


className: FMassZoneGraphPathFollowTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="ZG Path Follow")) struct FMassZoneGraphPathFollowTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)


description: Follows a path long the current lane to a specified point.

MovementStyle

type: FMassMovementSt...


className: FMassZoneGraphStandTask

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="ZG Stand")) struct FMassZoneGraphStandTask : public [FMassStateTreeTaskBase](API\Plugins\MassAIBehavior\FMassStateTreeTaskBase)


className: FMassZoneGraphStandTaskInstanceData

description: Stop, and stand on current ZoneGraph location

Duration

description: Delay before the task ends.


className: FMassZoneGraphTargetLocation

AnticipationDistance

description: If start or end of path is off-lane, the distance along the lane is pushed forward/back along the lane to make smoother transition.

bMoveReverse

description: True, if we're moving reverse along the lane.

EndOfPathDirection

type: TOptional< FVec...

description: Optional end of path direction, used only if EndOfPathPosition is set.

EndOfPathIntent

type: EMassMovementAc...

description: Movement intent at the end of the path

EndOfPathPosition

description: Optional end of path location.

LaneHandle

type: FZoneGraphLaneH...

description: Current lane handle. (Could be debug only)

NextExitLinkType

type: EZoneLaneLinkTy...

description: How the next lane handle is reached relative to the current lane.

NextLaneHandle

description: If valid, the this lane will be set as current lane after the path follow is completed.

TargetDistance

description: Target distance along current lane.


className: GameThreadOnly

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


code: template<> struct TMassExternalSubsystemTraits< UMassStateTreeSubsystem >


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


className: UMassBehaviorSettings

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


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: const [FMassHitResult](API\Plugins\MassAIBehavior\FMassHitResult) * GetLastHit ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: USubsystemimplementation Begin.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnHitCallback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * HitComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


code: void RegisterForComponentHit ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) & CapsuleComponent )


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


code: void UnregisterForComponentHit ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) & CapsuleComponent )


className: UMassComponentHitSubsystem

description: Subsystem that keeps track of the latest component hits and allow mass entities to retrieve and handle them

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

AgentSubsystem

type: TObjectPtr<UMa...

ComponentToEntityMap

type: TMap<TObjectPt...

EntityToComponentMap

type: TMap<FMassEnti...


description: Builds look at trajectory along the current path.

code: void BuildTrajectory ( const [UZoneGraphSubsystem](API\Plugins\ZoneGraph\UZoneGraphSubsystem) & ZoneGraphSubsystem, const [FMassZoneGraphLaneLocationFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphLaneLocationFragme-) & LaneLocation, const [FMassZoneGraphShortPathFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphShortPathFragment) & ShortPath, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const bool bDisplayDebug, [FMassLookAtTrajectoryFragment](API\Plugins\MassAIBehavior\FMassLookAtTrajectoryFragment) & LookAtTrajectory )


code: virtual void ConfigureQueries()


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


description: Selects a nearby target if possible or use a random fixed direction

code: void FindNewGazeTarget ( const [UMassNavigationSubsystem](API\Plugins\MassNavigation\UMassNavigationSubsystem) & MassNavSystem, const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, const double CurrentTime, const FTransform & Transform, [FMassLookAtFragment](API\Plugins\MassAIBehavior\FMassLookAtFragment) & LookAt ) const


description: Updates gaze based on tracked entity.

code: bool UpdateGazeTrackedEntity ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, const FTransform & Transform, const bool bDisplayDebug, [FMassLookAtFragment](API\Plugins\MassAIBehavior\FMassLookAtFragment) & LookAt ) const


description: Updates look at based on tracked entity.

code: void UpdateLookAtTrackedEntity ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, const FTransform & Transform, const bool bDisplayDebug, [FMassLookAtFragment](API\Plugins\MassAIBehavior\FMassLookAtFragment) & LookAt ) const


description: Updates look direction based on look at trajectory.

code: void UpdateLookAtTrajectory ( const FTransform & Transform, const [FMassZoneGraphLaneLocationFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphLaneLocationFragme-) & ZoneGraphLocation, const [FMassLookAtTrajectoryFragment](API\Plugins\MassAIBehavior\FMassLookAtTrajectoryFragment) & LookAtTrajectory, const bool bDisplayDebug, [FMassLookAtFragment](API\Plugins\MassAIBehavior\FMassLookAtFragment) & LookAt ) const


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: UMassLookAtProcessor

description: No constructors are accessible with public or protected access.

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

AngleThresholdInDegrees

description: Tolerance in degrees between the forward direction and the look at duration to track an entity

DebugZOffset

description: Height offset that will be added for debug draw of the look at vector.

Duration

description: Time an entity must use a random look at.

DurationVariation

description: Variation applied to a random look at duration [Duration-Variation : Duration+Variation]

type: FMassEntityQuer...

QueryExtent

description: Size of the query to find potential targets


className: UMassLookAtTargetTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Look At Target")) class UMassLookAtTargetTrait : public [UMassEntityTraitBase](API\Plugins\MassSpawner\UMassEntityTraitBase)


className: UMassLookAtTrait

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


code: UMassStateTreeActivationProcessor()


className: UMassStateTreeActivationProcessor

description: Processor to send the activation signal to the state tree which will execute the first tick

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


code: UMassStateTreeFragmentDestructor()


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


description: Configure the ownedFMassEntityQueryinstances to express processor queries requirements


className: UMassStateTreeFragmentDestructor

description: Processor to stop and uninitialize StateTrees on entities.

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


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


className: UMassStateTreeProcessor

description: Processor for executing a StateTree

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassStateTreeProcessor : public [UMassSignalProcessorBase](API\Plugins\MassSignals\UMassSignalProcessorBase)


description: True if specified struct is supported

code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


description: True if specified struct/class is supported as external data

code: virtual bool IsExternalItemAllowed ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) & InStruct ) const


className: UMassStateTreeSchema

description: StateTree for Mass behaviors.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Mass Behavior", CommonSchema)) class UMassStateTreeSchema : public [UStateTreeSchema](API\Plugins\StateTreeModule\UStateTreeSchema)


description:
Allocates new instance data for specified StateTree.
Handle to the data.

code: [FMassStateTreeInstanceHandle](API\Plugins\MassAIBehavior\FMassStateTreeInstanceHandle) AllocateInstanceData ( const [UStateTree](API\Plugins\StateTreeModule\UStateTree) * StateTree )


description: Frees instance data.

code: void FreeInstanceData ( const [FMassStateTreeInstanceHandle](API\Plugins\MassAIBehavior\FMassStateTreeInstanceHandle) Handle )


description: Actual method that derived class needs to implement to act on a signal that is raised for that frame

code: virtual void SignalEntities ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [FMassSignalNameLookup](API\Plugins\MassSignals\FMassSignalNameLookup) & EntitySignals )


description: Pointer to instance data held by the handle, or nullptr if handle is not valid.

code: [FStateTreeInstanceData](API\Plugins\StateTreeModule\FStateTreeInstanceData) * GetInstanceData ( const [FMassStateTreeInstanceHandle](API\Plugins\MassAIBehavior\FMassStateTreeInstanceHandle) Handle )


description: USubsystemBEGIN.

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


description: True if the handle points to active instance data.

code: bool IsValidHandle ( const [FMassStateTreeInstanceHandle](API\Plugins\MassAIBehavior\FMassStateTreeInstanceHandle) Handle ) const


className: UMassStateTreeSubsystem

description: A subsystem managing StateTree assets in Mass

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

InstanceDataArray

type: TArray<FMassSt...

InstanceDataFreelist

type: TArray< int32 >


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


description: Called when all Traits have hadBuildTemplate()called.

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


className: UMassStateTreeTrait

description: Feature that adds StateTree execution functionality to a mass agent.

StateTree

type: TObjectPtr<USt...


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


className: UMassZoneGraphAnnotationTagsInitializer

description: Processor for initializing ZoneGraph annotation tags.


code: virtual void ConfigureQueries()


description: Execution method for this processor


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


description: Processor for update ZoneGraph annotation tags periodically and on lane changed signal.

TransientEntitiesToSignal

type: TArray<FMassEn...

description: Frame buffer, it gets reset every frame.


className: UMassZoneGraphAnnotationTrait

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


className: IMassAIDebugModule

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

module: MassAIDebug

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


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 [IMassAIDebugModule](API\Plugins\MassAIDebug\IMassAIDebugModule) & 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()


code: UMassDebugStateTreeProcessor()


className: UMassDebugStateTreeProcessor

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


code: void UpdateAnnotationTags ( [UZoneGraphAnnotationSubsystem](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationSubsystem) & ZoneGraphAnnotationSubsystem, [FMassZoneGraphAnnotationFragment](API\Plugins\MassAIBehavior\FMassZoneGraphAnnotationFragment) & AnnotationTags, const [FMassZoneGraphLaneLocationFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphLaneLocationFragme-) & LaneLocation, [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Set the replicated path data when we are adding an entity to the client bubble.

module: MassAIReplication

code: void AddEntity ( const int32 EntityIdx, [FReplicatedAgentPathData](API\Plugins\MassAIReplication\FReplicatedAgentPathData) & InOUtReplicatedPathData ) const


description: Adds the requirements for the path following to the query.

code: static void AddRequirements ( [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & InQuery )


description: Cache any component views you want to, this will get called before we iterate through entities.

code: void CacheFragmentViews ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & ExecContext )


className: FMassReplicationProcessorPathHandler

description: Used to replicate path following by your UMassReplicationProcessorBase derived class. This class should only get used on the server.

LaneLocationList

type: TArrayView<FMa...


description: Set the replicated path data when we are modifying an entity that already exists in the client bubble.

code: template<typename AgentArrayItem> void ModifyEntity ( const [FMassReplicatedAgentHandle](API\Plugins\MassReplication\FMassReplicatedAgentHandle) Handle, const int32 EntityIdx, [TMassClientBubblePathHandler](API\Plugins\MassAIReplication\TMassClientBubblePathHandler)< AgentArrayItem > & BubblePathHandler, bool bLastClient )


code: void ApplyToEntity ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FMassEntityView](API\Plugins\MassEntity\FMassEntityView) & InEntityView ) const


code: void InitEntity ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FMassEntityView](API\Plugins\MassEntity\FMassEntityView) & InEntityView, [FMassZoneGraphLaneLocationFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphLaneLocationFragme-) & OutLaneLocation, [FMassMoveTargetFragment](API\Plugins\MassNavigation\FMassMoveTargetFragment) & OutMoveTarget, [FMassZoneGraphPathRequestFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphPathRequestFragmen-) & OutActionRequest ) const


code: FReplicatedAgentPathData()


code: FReplicatedAgentPathData ( const [FMassZoneGraphPathRequestFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphPathRequestFragmen-) & RequestFragment, const [FMassMoveTargetFragment](API\Plugins\MassNavigation\FMassMoveTargetFragment) & MoveTargetFragment, const [FMassZoneGraphLaneLocationFragment](API\Plugins\MassZoneGraphNavigation\FMassZoneGraphLaneLocationFragme-) & LaneLocationFragment )


className: FReplicatedAgentPathData

description: To replicate path following make a member variable of this class in yourFReplicatedAgentBasederived class. In theFReplicatedAgentBasederived class you must also provide an accessor functionFReplicatedAgentPathData& GetReplicatedPathDataMutable().

Action

description: Current movement action.

ActionServerStartTime

type: double

description: Server time in seconds when the action started.

DesiredSpeed

description: Requested movement speed.

DistanceAlongLane

type: float

description: Distance along current lane.

LaneHandle

description: Handle to current lane.

LaneLength

description: Cached lane length, used for clamping and testing if at end of lane.

PathRequest

type: FZoneGraphShort...


code: static [IMassAIReplicationModule](API\Plugins\MassAIReplication\IMassAIReplicationModule) & Get()


className: IMassAIReplicationModule

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


description: When entities are spawned in Mass by the replication system on the client, a spawn query is used to set the data on the spawned entities. The following functions are used to configure the query and then set that data for path following.

code: static void AddRequirementsForSpawnQuery ( [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & InQuery )


code: void ClearFragmentViewsForSpawnQuery()


code: void CacheFragmentViewsForSpawnQuery ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & InExecContext )


description: Call this when an Entity that has already been spawned is modified on the client

code: void SetModifiedEntityData ( const [FMassEntityView](API\Plugins\MassEntity\FMassEntityView) & EntityView, const [FReplicatedAgentPathData](API\Plugins\MassAIReplication\FReplicatedAgentPathData) & ReplicatedPathData ) const


code: void SetSpawnedEntityData ( const [FMassEntityView](API\Plugins\MassEntity\FMassEntityView) & EntityView, const [FReplicatedAgentPathData](API\Plugins\MassAIReplication\FReplicatedAgentPathData) & ReplicatedPathData, const int32 EntityIdx ) const


code: TMassClientBubblePathHandler ( [TClientBubbleHandlerBase](API\Plugins\MassReplication\TClientBubbleHandlerBase)< AgentArrayItem > & InOwnerHandler )


className: TMassClientBubblePathHandler

description: To replicate path following make a member variable of this class in yourTClientBubbleHandlerBasederived class. This class is a friend ofTMassClientBubblePathHandler. It is meant to have access to the protected data declared there.

code: template<typename AgentArrayItem> class TMassClientBubblePathHandler

OwnerHandler

type: TClientBubbleHa...


module: MassAITestSuite

code: static [IMassAITestSuiteModule](API\Plugins\MassAITestSuite\IMassAITestSuiteModule) & Get()


code: static bool IsAvailable()


className: IMassAITestSuiteModule

description: The public interface to this module

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


className: FAgentRadiusFragment

module: MassCommon

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


code: bool operator> ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: bool operator== ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: bool operator>= ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: bool operator< ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: bool operator<= ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: bool operator!= ( const [FMassInt16Real](API\Plugins\MassCommon\FMassInt16Real) RHS ) const


code: void Set ( const float InValue )


code: FMassInt16Real ( const float InValue )


description: Float encoded in int16, 1cm accuracy.


code: bool operator> ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


code: bool operator>= ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


code: bool operator== ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


code: bool operator< ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


code: bool operator<= ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


className: Scale

code: static constexpr float Scale = 0.1f;


code: bool operator!= ( const [FMassInt16Real10](API\Plugins\MassCommon\FMassInt16Real10) RHS ) const


code: FMassInt16Real10 ( const float InValue )


description: Float encoded in int16, 10cm accuracy.


code: void Set ( const FVector & InVector )


code: FMassInt16Vector ( const FVector & InVector )


description: Vector encoded in int16, 1cm accuracy.


code: FVector GetVector ( const float InZ ) const


code: FMassInt16Vector2D ( const FVector2D & InVector )


code: FMassInt16Vector2D ( const FVector & InVector )


description: Vector2D encoded in int16, 1cm accuracy.


className: FMassNetworkID

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassNetworkID : public [FSequentialIDBase](API\Runtime\AIModule\FSequentialIDBase)


code: FMassNetworkID ( uint32 InID )


code: void Set ( const FVector2D & InVector )


code: static constexpr float Scale = (float) ((int8) 0x7f);


code: FMassSnorm8Vector ( const FVector & InVector )


description: Vector which components are in range [-1..1], encoded in signed bytes.


code: FMassSnorm8Vector2D ( const FVector2D & InVector )


code: FMassSnorm8Vector2D ( const FVector & InVector )


description: Vector2D which components are in range [-1..1], encoded in signed bytes.


code: static constexpr float Scale = ((uint8) 0xff);


code: void Set ( const float InValue )


code: FMassUnorm8Real ( const float InValue )


className: FObjectWrapperFragment

description: This is a common type for all the wrappers pointing at UObjects used to copy data from them or set data based on Mass simulation..

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


description: Real in range [0..1], encoded in signed bytes.


code: FTransform & GetMutableTransform()


code: const FTransform & GetTransform() const


code: void SetTransform ( const FTransform & InTransform )


code: FTransformFragment ( const FTransform & InTransform )


className: IMassCommonModule

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

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


className: FTransformFragment

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

Transform

type: FTransform


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 [IMassCommonModule](API\Plugins\MassCommon\IMassCommonModule) & 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()


description: 32 bit fibonacci hash at specified index.

code: namespace UE { namespace RandomSequence { uint32 UE::RandomSequence::FibocciHash ( const int32 SeqIndex ) } }


description:
Helper function to return random int in specified range.
A random number >= Min and <= Max

code: namespace UE { namespace RandomSequence { float UE::RandomSequence::FRandRange ( const int32 SeqIndex, const float InMin, const float InMax ) } }


description:
Helper function to return random float.
A random number in [0..1]

code: namespace UE { namespace RandomSequence { float UE::RandomSequence::FRand ( const int32 SeqIndex ) } }


description:
Helper function to return random int on specified range.
A random number in [0..A)

code: namespace UE { namespace RandomSequence { int32 UE::RandomSequence::RandHelper ( const int32 SeqIndex, const int32 A ) } }


code: namespace UE { namespace RandomSequence { int32 UE::RandomSequence::RandRange ( const int32 SeqIndex, const int32 InMin, const int32 InMax ) } }


className: UMassGameplaySettings

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

bLogSpawnLocations

type: bool


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

module: MassCrowd

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


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


className: AMassCrowdClientBubbleInfo

description: This class will allow us to replicate Mass data based on the fidelity required for each player controller. There is one AMassReplicationActor per PlayerController and which is also its owner.

CrowdSerializer

type: FMassCrowdClien...


className: ECrowdLaneState

description: State of a given lane

code: enum ECrowdLaneState { Opened, Closed, }


className: FCrowdBranchingLaneData

description: Runtime data associated to branching.

DensityMask

description: Density mask extracted from the incoming lane.


className: FReplicatedAgentType

description: This typedef is required to be provided inFMassFastArrayItemBasederived classes (with the associatedFReplicatedAgentBasederived class)


code: FCrowdFastArrayItem ( const [FReplicatedCrowdAgent](API\Plugins\MassCrowd\FReplicatedCrowdAgent) & InAgent, const [FMassReplicatedAgentHandle](API\Plugins\MassReplication\FMassReplicatedAgentHandle) InHandle )


className: FCrowdFastArrayItem

description: Fast array item for efficient agent replication. Remember to make this dirty if anyFReplicatedCrowdAgentmember variables are modified

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCrowdFastArrayItem : public [FMassFastArrayItemBase](API\Plugins\MassReplication\FMassFastArrayItemBase)

Agent

type: FReplicatedCrow...


className: FCrowdTrackingLaneData

description: Runtime data associated to lane that can be used to track count of entities on it.

WaitAreaIndex

description: Indexof an associated waiting area.


code: int32 GetNumOccupiedSlots() const


className: FCrowdWaitAreaData

description: Runtime data associated to entry to a lane that can be opened or closed.

ConnectedLanes

type: TArray<FZoneGr...

Slots

type: TArray<FCrowdW...


className: FCrowdWaitSlot

description: Runtime data associated to lane that can be used to wait another one to open.

Forward

type: FVector


className: FDebugOnMassCrowdLaneStateChanged

description: Called when a lane changes state at runtime.

code: typedef TMulticastDelegate_NoParams< void > FDebugOnMassCrowdLaneStateChanged


className: FMassClientBubbleTransformHandler


code: virtual void PostReplicatedAdd ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > AddedIndices, int32 FinalSize )


code: virtual void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > ChangedIndices, int32 FinalSize )


code: void PostReplicatedChangeEntity ( const [FMassEntityView](API\Plugins\MassEntity\FMassEntityView) & EntityView, const [FReplicatedCrowdAgent](API\Plugins\MassCrowd\FReplicatedCrowdAgent) & Item ) const


code: FMassCrowdClientBubbleHandler()


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParams )


className: FMassCrowdClientBubbleHandler

code: class FMassCrowdClientBubbleHandler : public [TClientBubbleHandlerBase< FCrowdFastArrayItem >](API\Plugins\MassReplication\TClientBubbleHandlerBase)

PathHandler

type: FMassClientBubb...


code: FMassCrowdClientBubbleSerializer()


className: FMassCrowdClientBubbleSerializer

description: Mass client bubble, there will be one of these per client and it will handle replicating the fast array of Agents between the server and clients

Crowd

type: TArray<FCrowdF...

description: Fast Array of Agents for efficient replication.


className: bDoVariableTickRate

code: enum { bDoVariableTickRate = true }


className: bCalculateLODSignificance

code: enum { bCalculateLODSignificance = true }


className: bDoVisibilityLogic

code: enum { bDoVisibilityLogic = true }


className: bLocalViewersOnly

code: enum { bLocalViewersOnly = true }


className: DefaultWeight

description: Default weight of a lane if it has no density tag

code: static constexpr float DefaultWeight = 1.0f;


className: FMassCrowdCombinedLODLogic

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


className: FMassCrowdLaneDensityDesc

description: Structure holding data to associate lane densities to weights so lane selection at intersection could use that to maintain overall density during the simulation

RenderColor

type: FColor

Tag

type: FZoneGraphTag

description: Tag representing the lane density.

Weight

description: Weight associated to the current lane density.


className: FMassCrowdLaneTrackingFragment

description: Data fragment to store the last lane the agent was tracked on.

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

TrackedLaneHandle

type: FZoneGraphLaneH...


className: FMassCrowdObstacleFragment

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

bIsMoving

description: True of the current obstacle state is moving.

LaneObstacleID

type: FMassLaneObstac...

description: Obstacle ID reported to the obstruction annotation.

LastPosition

description: Position of the obstacle when it last moved.

TimeSinceStopped

description: Time since the obstacle has not moved based on speed tolerance.


className: FMassCrowdTag

description: Special tag to differentiate the crowd from the rest of the other entities Should not contain any data, this is purely a tag

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


className: FMassCrowdSimulationLODLogic

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