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


module: MassLOD

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


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


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


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


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


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


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


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


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


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


description: Per viewer visibility conditional fragment accessors

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


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


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


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


description: Per viewer distance conditional fragment accessors

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


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


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


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


description: Per viewer LOD information conditional fragment accessors

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


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


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


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


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


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


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


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


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


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


code: template<bool Condition, typename TemplateClass> static void SetPrevVisibilityPerViewer ( TemplateClass & Obj, int32 Index, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) >::Type Value )


code: template<bool Condition, typename TemplateClass> static void SetPrevVisibilityPerViewer ( TemplateClass & Obj, int32 Index, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) >::Type Value )


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


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


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


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


code: template<bool Condition, typename TemplateClass> static void SetVisibilityPerViewer ( TemplateClass & Obj, int32 Index, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) >::Type Value )


code: template<bool Condition, typename TemplateClass> static void SetVisibilityPerViewer ( TemplateClass & Obj, int32 Index, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![Condition](API\Plugins\StateTreeModule\EStateTreeBindableStructSource), [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) >::Type Value )


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


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


className: FMassLODBaseLogic

description: Base struct for the LOD calculation helpers

code: struct FMassLODBaseLogic

Viewers

type: TArray<FViewer...


className: FMassLowLODTag

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


className: FMassMediumLODTag

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


className: FMassOffLODTag

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


className: bCalculateLODSignificance

code: enum { bCalculateLODSignificance = true }


className: bDoVisibilityLogic

code: enum { bDoVisibilityLogic = true }


className: bLocalViewersOnly

code: enum { bLocalViewersOnly = true }


className: FMassRepresentationLODLogic

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


className: FMassSimulationLODFragment

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

ClosestViewerDistanceSq

type: float

description: Saved closest ViewerDistance

LOD

type: TEnumAsByte<EM...

description: LOD information

PrevLOD

description: Previous LOD information


className: FMassSimulationLODLogic

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


className: FMassSimulationLODParameters

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

bSetLODTags

type: bool

description: If true, will set the associated LOD tag on the entity

BufferHysteresisOnDistancePercentage

description: Hysteresis percentage on delta between the LOD distances

LODDistance

description: Distance where each LOD becomes relevant

LODMaxCount

description: Maximum limit of entity per LOD


code: FMassSimulationLODSharedFragment()


code: FMassSimulationLODSharedFragment ( const [FMassSimulationLODParameters](API\Plugins\MassLOD\FMassSimulationLODParameters) & LODParams )


className: FMassSimulationLODSharedFragment

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

LODCalculator

type: TMassLODCalcula...

description: Runtime data for matching the simulation LOD parameters


code: static [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) GetChunkLOD ( const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


description:
This function is used by LOD collector query chunk filters to check if the Simulation LOD will be updated this frame. It defaults to false (no LOD update), if simulation variable tick chunk fragment is NOT present.
true if the simulation LOD will be updated this frame

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


description:
This function is used by query chunk filters in processors that require variable rate ticking based on LOD. It defaults to true (always ticking) if simulation variable tick chunk fragment is NOT present.
if the chunk should be ticked this frame

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


className: FMassSimulationVariableTickFragment

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

LastTickedTime

type: double

description: Accumulated delta time to use upon next tick


code: FMassSimulationVariableTickParameters()


className: FMassSimulationVariableTickParameters

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

bSpreadFirstSimulationUpdate

description: If true, will spread the first simulation update over TickRate period

TickRates

description: Rate in seconds at which entities should update when in this LOD


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


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


code: FMassSimulationVariableTickSharedFragment ( const [FMassSimulationVariableTickParameters](API\Plugins\MassLOD\FMassSimulationVariableTickParam-) & TickRateParams )


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

LODTickRateController

type: TMassLODTickRat...

description: Runtime data for matching the simulation tick rate parameters


code: float GetTimeUntilNextTick() const


code: void SetLOD ( [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) InLOD )


className: FMassVariableTickChunkFragment

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


className: FMassViewerHandle

description: Handle that lets you reference the concept of a viewer

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


className: FMassViewerInfoFragment

description: Data fragment to store the calculated distances to viewers

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

ClosestDistanceToFrustum

description: Closest distance to frustum.

ClosestViewerDistanceSq

description: Closest viewer distance.


className: FMassVisibilityCulledByFrustumTag

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


className: FMassVisibilityCanBeSeenTag

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


className: FMassVisibilityCulledByDistanceTag

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


description:
Returns if there could be a visible entities in that chunk
true if that is the case

code: bool AreAnyEntitiesVisible() const


code: void SetContainsNewlyVisibleEntity ( bool bInContainsNewlyVisibleEntity )


code: void SetVisibility ( const [EMassVisibility](API\Plugins\MassLOD\EMassVisibility) InVisibility )


description:
This function is used by query chunk filters in processors that require variable visual LOD update. It defaults to true (always updating) if visualization chunk fragment is NOT present.
true if the chunk should update the visual this frame

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


description:
Fetched existing chunk fragment to know if there is a possibility of a an entity that is visible In the case that there is not chunk information, we cannot assume that all entities are not visible.
true if there is a possibility that the chunk contains a visible entity

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


code: void Update ( const bool bInShouldTickThisFrame, const float InTimeUntilNextTick, int32 ChunkSerialModificationNumber )


description:
This function is used by LOD collector query chunk filters to check that visual LOD will be updated this frame. It defaults to false (no LOD update), if visualization chunk fragment is NOT present.
true if the visual LOD will be updated this frame

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


description:
Representation type of all currently visible entities are always updated But as an optimization, we use a frequency check on the not visible one.
true if we should update the representation type for this chunk

code: bool ShouldUpdateVisualization() const


code: void Update ( float InDeltaTime )


className: FMassVisualizationChunkFragment

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

bContainsNewlyVisibleEntity

description: Not visible chunks, might contains entity that are newly visible and not yet moved.

DeltaTime

description: Not visible chunks delta time until next update

Visibility

type: EMassVisibility

description: Visibility of the current chunk, should never change


className: FOnViewerAdded

code: typedef TMulticastDelegate_ThreeParams< void, [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) ViewerHandle, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) *PlayerController, [FName](API\Runtime\Core\UObject\FName) StreamingSourceName > FOnViewerAdded


className: FOnViewerRemoved

code: typedef TMulticastDelegate_ThreeParams< void, [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) ViewerHandle, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) *PlayerController, [FName](API\Runtime\Core\UObject\FName) StreamingSourceName > FOnViewerRemoved


className: FViewerInfo

Handle

type: FMassViewerHand...

Location

type: FVector

PlayerController

type: TObjectPtr<APl...

Rotation

type: FRotator

StreamingSourceName

type: FName


className: FViewerLODInfo

description: struct FMassVariableTickFragment { / Accumulated DeltaTime float DeltaTime = 0.0f; float LastTickedTime = 0.0f; };

code: struct FViewerLODInfo

bClearData

description: Boolean indicating the viewer data needs to be cleared

bLocal

description: Boolean indicating the viewer is local or not

Frustum

type: FConvexVolume

description: Viewer frustum (will not include near and far planes)

Handle

description: The handle to the viewer

Location

description: Viewer location and looking direction


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 [IMassLODModule](API\Plugins\MassLOD\IMassLODModule) & 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: IMassLODModule

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

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


className: GameThreadOnly

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


code: template<> struct TMassExternalSubsystemTraits< UMassLODSubsystem >


code: template<bool bCalculateVisibility, bool bCalculateLODSignificance> float AccumulateCountInRuntimeData ( const [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) LOD, const float ViewerDistanceSq, const bool bIsVisible, [FMassLODRuntimeData](API\Plugins\MassLOD\TMassLODCalculator\FMassLODRuntimeData) & Data ) const


description: Adjust LOD distances by clamping them to respect the maximum LOD count  true if any LOD distances clamping was done

code: template<bool bCalculateVisibility, bool bCalculateVisibilityPerViewer, bool bMaximizeCountPerViewer> bool AdjustDistancesFromCount()


code: template<bool bCalculateVisibility> bool AdjustDistancesFromCountForRuntimeData ( const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, [EMassLOD::Max](API\Plugins\MassLOD\EMassLOD__Type) > & MaxCount, [FMassLODRuntimeData](API\Plugins\MassLOD\TMassLODCalculator\FMassLODRuntimeData) & RuntimeData ) const


description: Adjust LOD from newly adjusted distances, only needed to be called when AdjustDistancesFromCount return true, called for each entity chunks Use next method when FLODLogic::bStoreInfoPerViewer is enabled  Context of the chunk execution  ViewersInfoList is the source information fragment for LOD calculation  LODList is the fragment where calculation are stored

code: template<typename TViewerInfoFragment, typename TLODFragment, bool bCalculateLocalViewers, bool bCalculateVisibility> void AdjustLODFromCount ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TViewerInfoFragment > ViewersInfoList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TLODFragment > LODList )


description: Adjust LOD from newly adjusted distances, only needed to be called when AdjustDistancesFromCount return true, called for each entity chunks Use this version when FLODLogic::bStoreInfoPerViewer is enabled It calculates a LOD per viewer and needs information per viewer via PerViewerInfoList fragments  Context of the chunk execution  ViewersInfoList is the source information fragment for LOD calculation  LODList is the fragment where calculation are stored  PerViewerInfoList is the Per viewer source information

code: template<typename TViewerInfoFragment, typename TLODFragment, typename TPerViewerInfoFragment, bool bCalculateLocalViewers, bool bCalculateVisibility, bool bCalculateLODPerViewer, bool bCalculateVisibilityPerViewer, bool bMaximizeCountPerViewer> void AdjustLODFromCount ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TViewerInfoFragment > ViewersInfoList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TLODFragment > LODList, TConstArrayView< TPerViewerInfoFragment > PerViewerInfoList )


description: Calculate LOD, called for each entity chunks Use next method when FLODLogic::bStoreInfoPerViewer is enabled  Context of the chunk execution  ViewersInfoList is the source information fragment for LOD calculation  LODList is the fragment where calculation are stored

code: template<typename TViewerInfoFragment, typename TLODFragment, bool bCalculateLocalViewers, bool bCalculateVisibility> void CalculateLOD ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TViewerInfoFragment > ViewersInfoList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TLODFragment > LODList )


description: Calculate LOD, called for each entity chunks Use this version when FLODLogic::bStoreInfoPerViewer is enabled It calculates a LOD per viewer and needs information per viewer via PerViewerInfoList fragments  Context of the chunk execution  ViewersInfoList is the source information fragment for LOD calculation  LODList is the fragment where calculation are stored  PerViewerInfoList is the Per viewer source information

code: template<typename TViewerInfoFragment, typename TLODFragment, typename TPerViewerInfoFragment, bool bCalculateLocalViewers, bool bCalculateVisibility, bool bCalculateLODPerViewer, bool bCalculateVisibilityPerViewer, bool bMaximizeCountPerViewer> void CalculateLOD ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TViewerInfoFragment > ViewersInfoList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TLODFragment > LODList, TConstArrayView< TPerViewerInfoFragment > PerViewerInfoList )


code: bool CalculateVisibility ( const bool bWasVisible, const float DistanceToFrustum ) const


code: template<bool bCalculateVisibility> [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) ComputeLODFromSettings ( const [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) PrevLOD, const float DistanceToViewerSq, const bool bIsVisible, bool * bIsInAVisibleRange, const [FMassLODRuntimeData](API\Plugins\MassLOD\TMassLODCalculator\FMassLODRuntimeData) & Data ) const


description: Debug draw the current state of each agent as a color coded square  Context of the chunk execution  LODList is the fragment where calculation are stored  LocationList is the fragment transforms of the entities  World where the debug display should be drawn

code: template<typename TLODFragment, typename TTransformFragment> void DebugDisplayLOD ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TLODFragment > LODList, TConstArrayView< TTransformFragment > LocationList, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Reset values to default

code: void Reset &40; const TStaticArray< float, EMassLOD::Max > & InBaseLODDistance, const TStaticArray< float, EMassLOD::Max > & InVisibleLODDistance &41;


description: Turn Off all LOD, called for each entity chunks  Context of the chunk execution  LODList is the fragment where calculation are stored

code: template<typename TLODFragment> void ForceOffLOD ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TLODFragment > LODList )


className: FMassLODRuntimeData

code: struct FMassLODRuntimeData

AdjustedBaseLODDistance

type: TStaticArray< f...

AdjustedBaseLODDistanceSq

description: Distance where each LOD becomes relevant (Squared and Normal)

BaseBucketCounts

type: TStaticArray<T...

description: Count of entities in each subdivision

LastCalculatedLODCount

type: TStaticArray< i...

description: Last calculation count per LOD


description: Return the maximum distance at which the LOD will be turn off

code: float GetMaxLODDistance() const


description: Initializes the LOD calculator, needed to be called once at initialization time  InBaseLODDistance distances used to calculate LOD  InBufferHysteresisOnFOVRatio distance hysteresis used to calculate LOD  InLODMaxCount the maximum count for each LOD  InLODMaxCountPerViewer the maximum count for each LOD per viewer (Only when FLODLogic::bMaximizeCountPerViewer is enabled)  InVisibleDistanceToFrustum is the distance from the frustum to start considering this entity is visible (Only when FLODLogic::bDoVisibilityLogic is enabled)  InVisibleDistanceToFrustumHysteresis once visible, what extra distance the entity need to be before considered not visible anymore (Only when FLODLogic::bDoVisibilityLogic is enabled)  InVisibleLODDistance the maximum count for each LOD per viewer (Only when FLODLogic::bDoVisibilityLogic is enabled)

code: void Initialize ( const float InBaseLODDistance, const float InBufferHysteresisOnDistanceRatio, const int32 InLODMaxCount, const int32 InLODMaxCountPerViewer, const float InVisibleDistanceToFrustum, const float InVisibleDistanceToFrustumHysteresis, const float InVisibleLODDistance )


description: Prepares execution for the current frame, needed to be called before every execution  Viewers is the array of all the known viewers

code: void PrepareExecution ( TConstArrayView< [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) > Viewers )


className: TMassLODCalculator

description: Helper struct to calculate LOD for each agent and maximize count per LOD Requires TViewerInfoFragment fragment collected by theTMassLODCollector. Stores information in TLODFragment fragment.

code: template<typename FLODLogic> struct TMassLODCalculator : public [FMassLODBaseLogic](API\Plugins\MassLOD\FMassLODBaseLogic)

BaseBucketSize

description: The size of each subdivision per LOD (LOD Size/MaxBucketsPerLOD)

BaseLODDistance

description: LOD distances

BufferHysteresisOnDistanceRatio

description: Ratio for Buffer Distance Hysteresis

LODMaxCount

description: MaxCount total

LODMaxCountPerViewer

description: MaxCount total per viewers

MaxLODDistance

description: Maximum LOD Distance

RuntimeData

type: FMassLODRuntime...

description: Runtime data for LOD calculation

RuntimeDataPerViewer

type: TArray<FMassLO...

description: Runtime data for each viewer specific LOD calculation, used only when bMaximizeCountPerViewer is true

VisibleDistanceToFrustum

description: How far away from frustum does this entities are considered visible

VisibleDistanceToFrustumWithHysteresis

description: Once visible how much further than distance to frustum does the entities need to be before being consider not visible


description: Collects the information for LOD calculation, called for each entity chunks Use next method when FLODLogic::bStoreInfoPerViewer is enabled  Context of the chunk execution  TransformList is the fragment transforms of the entities  ViewersInfoList is the fragment where to store source information for LOD calculation

code: template<typename TTransformFragment, typename TViewerInfoFragment, bool bCollectLocalViewers, bool bCollectDistanceToFrustum> void CollectLODInfo ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TTransformFragment > TransformList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TViewerInfoFragment > ViewersInfoList )


description: Collects the information for LOD calculation, called for each entity chunks Use this version when FLODLogic::bStoreInfoPerViewer is enabled It collects information per viewer into the PerViewerInfoList fragments  Context of the chunk execution  TransformList is the fragment transforms of the entities  ViewersInfoList is the fragment where to store source information for LOD calculation  PerViewerInfoList is the per viewer information

code: template<typename TTransformFragment, typename TViewerInfoFragment, typename TPerViewerInfoFragment, bool bCollectLocalViewers, bool bCollectDistanceToFrustum, bool bCollectDistancePerViewer, bool bCollectDistanceToFrustumPerViewer> void CollectLODInfo ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TTransformFragment > TransformList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TViewerInfoFragment > ViewersInfoList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPerViewerInfoFragment > PerViewerInfoList )


className: TMassLODCollector

description: Helper struct to collect needed information on each agent that will be needed later for LOD calculation Requires TTransformFragment fragment. Stores information in TViewerInfoFragment fragment.

code: template<typename FLODLogic> struct TMassLODCollector : public [FMassLODBaseLogic](API\Plugins\MassLOD\FMassLODBaseLogic)


className: TMassLODTagForLevel< EMassLOD::High >

code: namespace TMassLODTagForLevel< EMassLOD { template<> struct TMassLODTagForLevel< EMassLOD::High > }


className: TMassLODTagForLevel

code: template<[EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) Level> struct TMassLODTagForLevel


className: TMassLODTagForLevel< EMassLOD::Low >

code: namespace TMassLODTagForLevel< EMassLOD { template<> struct TMassLODTagForLevel< EMassLOD::Low > }


className: FTag

code: typedef FMassMediumLODTag FTag


className: TMassLODTagForLevel< EMassLOD::Medium >

code: namespace TMassLODTagForLevel< EMassLOD { template<> struct TMassLODTagForLevel< EMassLOD::Medium > }


description: Initializes the LOD trick rate controller, needed to be called once at initialization time (Only when FLODLogic::bDoVariableTickRate is enabled)  InTickRate the rate at which entities should be ticked per  bInShouldSpreadFirstUpdate over the period specified in InTickRate parameter

code: void Initialize ( const float InTickRate, const bool bInShouldSpreadFirstUpdate )


description:
Retrieve if it is needed to calculate the LOD for this chunk
if the LOD needs to be calculated

code: bool ShouldCalculateLODForChunk ( const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context ) const


description:
Retrieve if it is needed to adjust LOD from the newly calculated count for this chunk
if the LOD needs to be adjusted

code: bool ShouldAdjustLODFromCountForChunk ( const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context ) const


description:
Updates tick rate for this chunk and its entities
bool return if the chunk should be tick this frame

code: template<typename TLODFragment, typename TVariableTickRateFragment> bool UpdateTickRateFromLOD ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, TConstArrayView< TLODFragment > LODList, [TArrayView](API\Runtime\Core\Containers\TArrayView)< TVariableTickRateFragment > TickRateList, const double Time )


code: namespace UE { namespace MassLOD { [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) UE::MassLOD::GetLODFromArchetype ( const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context ) } }


className: TMassLODTickRateController

description: Helper struct to control LOD tick rate for each agent, It will add a fragment tag to group the agent of the same LOD together, that way the user can do tick rate logic per chunk.

code: template<typename TVariableTickChunkFragment, typename FLODLogic> struct TMassLODTickRateController : public [FMassLODBaseLogic](API\Plugins\MassLOD\FMassLODBaseLogic)

bShouldSpreadFirstUpdate

description: Whether or not to spread the first update over the period specified in tick rate member for its LOD

TickRates

description: Tick rate for each LOD


code: namespace UE { namespace MassLOD { const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * UE::MassLOD::GetLODTagFromLOD ( [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) LOD ) } }


code: template<bool bLocalViewersOnly> void CollectLODForChunk ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


code: namespace UE { namespace MassLOD { bool UE::MassLOD::IsLODTagSet ( const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [EMassLOD::Type](API\Plugins\MassLOD\EMassLOD__Type) LOD ) } }


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


code: template<bool bLocalViewersOnly> void ExecuteInternal ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context )


className: UMassLODCollectorProcessor

description: LOD collector which combines collection of LOD information for both Viewer and Simulation LODing when possible.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="LOD Collector")) class UMassLODCollectorProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

Collector

type: TMassLODCollect...

type: FMassEntityQuer...

description: All entities that are Not in visible range and are at Off LOD

description: All entities that are NOT in visible range but are On LOD

description: Queries for visualization and simulation calculation.

description: All entities that are in visible range but are Off LOD


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


description: Adds the editor viewport client (identified via an index) as a viewer to the list and sends notification about addition

code: void AddEditorViewer ( const int32 HashValue, const int32 ClientIndex )


description: Adds the given player as a viewer to the list and sends notification about addition

code: void AddPlayerViewer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & PlayerController )


description: Adds the given streaming source as a viewer to the list and sends notification about addition

code: void AddStreamingSourceViewer ( const [FName](API\Runtime\Core\UObject\FName) StreamingSourceName )


description: Deprecated* AddViewer has been deprecated. Use AddPlayerViewer or AddStreamingSourceViewer instead

code: void AddViewer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) StreamingSourceName )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: typedef TMulticastDelegate_OneParam< void, const [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) &ViewerInfo > FOnViewerAdded


description: Returns the next new viewer serial number

code: uint32 GetNextViewerSerialNumber()


code: typedef TMulticastDelegate_OneParam< void, const [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) &ViewerInfo > FOnViewerRemoved


description: Returns the delegate called when new viewer are added to the list


description: Returns PlayerController pointer from the viewer handle

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerFromViewerHandle ( const [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) & ViewerHandle ) const


description: Returns the delegate called when viewer are removed from the list


description: Return the stat id to use for this tickable

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


description: Synchronize the viewers if not done this frame and returns the updated array

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) > & GetSynchronizedViewers()


description: Returns the index of the viewer if valid, otherwise INDEX_NONE is return

code: int32 GetValidViewerIdx ( const [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) & ViewerHandle ) const


description: Returns viewer handle from the PlayerController pointer

code: [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) GetViewerHandleFromPlayerController ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController ) const


description: Returns viewer handle from the streaming source name

code: [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) GetViewerHandleFromStreamingSource ( const [FName](API\Runtime\Core\UObject\FName) StreamingSourceName ) const


description: USubsystemimplementation Begin.

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


description: Returns the array of viewers

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FViewerInfo](API\Plugins\MassLOD\FViewerInfo) > & GetViewers() const


description: Checks the validity of a viewer handle

code: bool IsValidViewer ( const [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) & ViewerHandle ) const


description: Player controller EndPlay callback, removing viewers from the list

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnPlayerControllerEndPlay ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


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

code: void OnPrePhysicsPhaseStarted ( float DeltaTime )


description: Removes a viewer to the list and send notification about removal

code: void RemoveViewer ( const [FMassViewerHandle](API\Plugins\MassLOD\FMassViewerHandle) & ViewerHandle )


description: Synchronizes the viewers from the engine PlayerController list

code: void SynchronizeViewers()


code: void CalculateLODForConfig ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [FMassSimulationLODParameters](API\Plugins\MassLOD\FMassSimulationLODParameters) & LODParams )


className: UMassLODSubsystem

description: Manager responsible to manage and synchronized available viewers

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


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


className: UMassSimulationLODProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Simulation LOD")) class UMassSimulationLODProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)


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


module: MassLWI

code: bool IsRegisteredWithSubsystem() const


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()


className: AMassLWIConfigActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Actor, Input, Collision, Rendering, Replication, Partition, HLOD, Cooking)) class AMassLWIConfigActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bRegisteredWithSubsystem

type: uint8:  1

DefaultConfig

type: FMassEntityConf...

PerClassConfigs

type: TMap<TObjectPt...

UMassLWISubsystem

type: friend


description: AActorAPI.

code: virtual void BeginPlay()


code: virtual void CreateMassTemplate ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: static [AMassLWIStaticMeshManager](API\Plugins\MassLWI\AMassLWIStaticMeshManager) * GetMassLWIManagerForEntity ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Returns the index of the light weight instance associated with InEntity if one exists; otherwise we return INDEX_NONE.

code: int32 FindIndexForEntity ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


code: void MarkRegisteredWithMass ( const [FMassLWIManagerRegistrationHandle](API\Plugins\MassLWI\FMassLWIManagerRegistrationHandl-) RegistrationIndex )


code: bool IsRegisteredWithMass() const


code: virtual void StoreMassDataInActor ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


className: AMassLWIStaticMeshManager

Entities

type: TArray<FMassEn...

FinalizedTemplate

type: TSharedPtr<FMa...

MassRegistrationHandle

type: FMassLWIManager...

MassTemplateID

type: FMassEntityTemp...

TargetArchetype

type: FMassArchetypeH...


code: virtual void TransferDataToMass ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


className: FMassLWIManagerRegistrationHandle


className: FMassLWIManagerSharedFragment

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

LWIManager

type: TSoftObjectPtr<...


code: FMassLWIManagerRegistrationHandle ( const int32 InRegisteredIndex )


className: FMassStoredActorsContainer

Container

type: TArray<TObject...


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 [IMassLWIModule](API\Plugins\MassLWI\IMassLWIModule) & Get()


className: IMassLWIModule

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

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


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: GameThreadOnly

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


code: template<> struct TMassExternalSubsystemTraits< UMassLWIClientActorSpawnerSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UMassLWIRepresentationSubsystem >


code: template<> struct TMassExternalSubsystemTraits< UMassLWISubsystem >


description: USubsystemBEGIN.

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


code: void OnActorSpawned ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: USubsystemAPI begin.

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Checks if RepresentedClass represents an actor class and if so creates an entry in PendingActors for the type

code: void RegisterRepresentedClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * RepresentedClass )


description: UMassActorSpawnerSubsystemAPI begin.

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


className: UMassLWIClientActorSpawnerSubsystem

PendingActors

type: TMap<TSubclass...

WorldOnActorSpawnedHandle

type: FDelegateHandle


description: USubsystemAPI begin.


code: void RegisterConfigActor ( [AMassLWIConfigActor](API\Plugins\MassLWI\AMassLWIConfigActor) & ConfigActor )


code: void RegisterExistingConfigActors()


code: const [FMassEntityConfig](API\Plugins\MassSpawner\FMassEntityConfig) * GetConfigForClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass ) const


code: void RegisterLWIManager ( [AMassLWIStaticMeshManager](API\Plugins\MassLWI\AMassLWIStaticMeshManager) & Manager )


code: void UnregisterLWIManager ( [AMassLWIStaticMeshManager](API\Plugins\MassLWI\AMassLWIStaticMeshManager) & Manager )


className: UMassLWISubsystem

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

ClassToConfigMap

type: TMap<UClass&#...

FreeIndices

type: TArray< int32 >

LWISpawnerSubsystem

type: TObjectPtr<UMa...


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


className: FMassSimpleMovementTag

module: MassMovement

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


code: virtual void ConfigureQueries()


code: void SetParameters ( const float InMinSpeed, const float InMaxSpeed, const bool bInSetZComponent )


code: UMassRandomVelocityInitializer()


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


className: UMassRandomVelocityInitializer

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

bSetZComponent

type: bool

EntityQuery

type: FMassEntityQuer...

MaxSpeed

type: float

description: The default max is set to 0 to enforce explicit configuration via SetParameters call.


code: UMassSimpleMovementProcessor()


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


className: UMassSimpleMovementProcessor

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


className: UMassSimpleMovementTrait

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


className: FMassForceFragment

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

Value

type: FVector


description: Generates desired speed based on style and unique id. The id is used deterministically assign a specific speed range.

code: float GenerateDesiredSpeed ( const [FMassMovementStyleRef](API\Plugins\MassMovement\FMassMovementStyleRef) & Style, const int32 UniqueId ) const


description: Updates internal values for faster desired speed generation.

code: void Update()


className: FMassMovementParameters

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

DefaultDesiredSpeed

description: Default desired speed (cm/s).

DefaultDesiredSpeedVariance

description: How much default desired speed is varied randomly.

HeightSmoothingTime

description: The time it takes the entity position to catchup to the requested height.

MaxAcceleration

description: 200..600 Smaller steering maximum acceleration makes the steering more "calm" but less opportunistic, may not find solution, or gets stuck.

MaxSpeed

description: Maximum speed (cm/s).

MovementStyles

type: TArray<FMassMo...

description: List of supported movement styles for this configuration.


className: FMassMovementStyle

description: Describes movement style name.

ID

type: FGuid

Name

type: FName


className: FMassMovementStyleParameters

description: Movement style parameters. A movement style abstracts movement properties for specific style. Behaviors can refer to specific styles when handling speeds.

DesiredSpeeds

description: Array of desired speeds (cm/s) assigned to agents based on probability.

Style

type: FMassMovementSt...

description: Style of the movement


className: UMassVelocityRandomizerTrait

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

MaxSpeed

description: The speed is expressed in UnrealUnits per second, which usually translates to 0.01m/s


className: FMassMovementStyleRef

description: Reference to movement style in MassMovementSettings.


className: FMassMovementStyleSpeedParameters

description: Movement style consists of multiple speeds which are assigned to agents based on agents unique ID. Same speed is assigned consistently for the same ID.

Probability

description: Probability to assign this speed.

ProbabilityThreshold

description: Probability threshold for this style, used to faster lookup.

Speed

description: Desired speed


className: FOnMassMovementNamesChanged

description: Called when movement names have changed (UI update).

code: typedef TMulticastDelegate_NoParams< void > FOnMassMovementNamesChanged


className: FMassVelocityFragment

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


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 [IMassMovementModule](API\Plugins\MassMovement\IMassMovementModule) & 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: IMassMovementModule

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

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


code: virtual void ConfigureQueries()


code: UMassApplyMovementProcessor()


className: UMassApplyMovementProcessor

description: Updates entities position based on force and velocity. Not applied on Off-LOD entities.

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


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


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: UMassMovementTrait

Movement

type: FMassMovementPa...


code: static const [UMassMovementSettings](API\Plugins\MassMovement\UMassMovementSettings) * Get()


code: const [FMassMovementStyle](API\Plugins\MassMovement\FMassMovementStyle) * GetMovementStyleByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) ID ) const


code: TConstArrayView< [FMassMovementStyle](API\Plugins\MassMovement\FMassMovementStyle) > GetMovementStyles() const


className: UMassMovementSettings

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


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


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

module: MassMovementEditor

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


className: FMassMovementEditorModule

description: The public interface to this module

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


description: IPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & StructCustomizationUtils )


description: Makes a new instance of this detail layout class for a specific detail view requesting it

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


className: FMassMovementStyleRefDetails

description: Type customization forFMassMovementStyleRef.

code: class FMassMovementStyleRefDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


className: IMassMovementEditor

description: MassMovement Editor public interface

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


description: Expects T is struct.

code: namespace UE { namespace MassMovement { namespace PropertyUtils { template<typename T> [TOptional](API\Runtime\Core\IO\TOptional)< T > UE::MassMovement::PropertyUtils::GetValue ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & ValueProperty ) } } }


description: Expects T is struct.

code: namespace UE { namespace MassMovement { namespace PropertyUtils { template<typename T> void UE::MassMovement::PropertyUtils::SetValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & ValueProperty, T NewValue, [EPropertyValueSetFlags::Type](API\Editor\PropertyEditor\Type) Flags ) } } }


className: FMassMovingAvoidanceParameters

module: MassNavigation

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

EndOfPathAvoidanceScale

description: How much to tune down the avoidance towards the end of the path. Range: 0..1

EndOfPathDuration

description: The time the agent is considered to be near the end of the path when approaching end. Range: 0..3

EnvironmentPredictiveAvoidanceStiffness

description: Predictive avoidance force stiffness between agents and walls. Range: 400..1000 N/cm

EnvironmentSeparationDistance

description: Environment separation force effect distance.

EnvironmentSeparationStiffness

description: Environment separation force stiffness between agents and walls. Range: 200..1000 N/cm

ObstacleDetectionDistance

description: The distance at which neighbour agents are detected. Range: 200...600

ObstaclePredictiveAvoidanceStiffness

description: Predictive avoidance force stiffness between agents and obstacles. Range: 400..1000 N/cm

ObstacleSeparationDistance

description: Separation force effect distance.

ObstacleSeparationStiffness

description: Separation force stiffness between agents and obstacles. Range: 100..500 N/cm

PredictiveAvoidanceDistance

description: Predictive avoidance force effect distance.

PredictiveAvoidanceRadiusScale

description: Agent radius scale for anticipatory avoidance.

PredictiveAvoidanceTime

description: How far in the future the agent reacts to collisions.

SeparationRadiusScale

description: Agent radius scale for separation. Making it smaller makes the separation softer. Range: 0.8..1

StandingObstacleAvoidanceScale

description: How much to tune down the avoidance when an obstacle is standing.

StartOfPathAvoidanceScale

description: How much to tune down the avoidance at the start of the path. Range: 0..1.

StartOfPathDuration

description: The time the agent is considered to be near the start of the path when starting to move.

StaticObstacleClearanceScale

description: Agent radius scale for avoiding static obstacles near wall.


className: MaxEdgesCount

code: static const int MaxEdgesCount = 8;


className: FMassStandingAvoidanceParameters

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

GhostMaxAcceleration

description: Max acceleration of the ghost.

GhostMaxSpeed

description: Mas speed the ghost can move.

GhostObstacleDetectionDistance

description: The distance at which neighbour agents are detected when updating the ghost.

GhostStandSlowdownRadius

description: The steering will slow down when the ghost is closer than this distance to the target. Range: 5..50

GhostToTargetMaxDeviation

description: How far the ghost can deviate from the target location.

GhostVelocityDampingTime

description: How quickly the ghost speed goes to zero. The smaller the value, the more the movement is dampened.

MovingObstacleAvoidanceScale

description: Much much avoidance is scaled for moving obstacles. Range: 1..5.

MovingObstacleDirectionalScale

description: How much the ghost avoidance is tuned down when the moving obstacle is moving away from the ghost.

MovingObstaclePersonalSpaceScale

description: How much extra space is preserved in front of moving obstacles (relative to their size).


code: FNavigationAvoidanceEdge ( const FVector InStart, const FVector InEnd )


className: FMassNavigationEdgesFragment

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

AvoidanceEdges

type: TArray<FNaviga...


className: FNavigationAvoidanceEdge

description: Edge with normal

code: struct FNavigationAvoidanceEdge


code: virtual void ConfigureQueries()


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


code: UMassMovingAvoidanceProcessor()


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


className: UMassMovingAvoidanceProcessor

description: Experimental: move using cumulative forces to avoid close agents

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


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: UMassNavigationObstacleTrait

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


className: UMassObstacleAvoidanceTrait

MovingParameters

type: FMassMovingAvoi...

StandingParameters

type: FMassStandingAv...


code: UMassStandingAvoidanceProcessor()


className: UMassStandingAvoidanceProcessor

description: Avoidance while standing.

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


className: EMassColliderType

code: enum EMassColliderType { Circle, Pill, }


className: EMassMovementAction

code: enum EMassMovementAction { Stand, Move, Animate, }


code: FMassAvoidanceColliderFragment()


className: EMassNavigationObstacleFlags

code: enum EMassNavigationObstacleFlags { None = 0, HasColliderData = 1 << 0, }


code: FMassAvoidanceColliderFragment ( const [FMassPillCollider](API\Plugins\MassNavigation\FMassPillCollider) & Pill )


code: FMassAvoidanceColliderFragment ( const [FMassCircleCollider](API\Plugins\MassNavigation\FMassCircleCollider) & Circle )


className: FMassAvoidanceColliderFragment

description: Fragment holding data for avoidance colliders

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

Type

type: EMassColliderTy...


code: FMassCircleCollider ( const float Radius )


className: FMassCircleCollider

code: struct FMassCircleCollider


code: bool IsValid ( const uint16 CurrentActionID ) const


className: FMassGhostLocationFragment

description: Ghost location used for standing navigation.

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

LastSeenActionID

description: The action ID the ghost was initialized for

Location

description: Location of the ghost

Velocity

description: Velocity of the ghost


className: FMassInNavigationObstacleGridTag

description: Component Tag to tell if the entity is in the navigation obstacle grid

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


description: To setup current action from the authoritative world

code: void CreateNewAction ( const [EMassMovementAction](API\Plugins\MassNavigation\EMassMovementAction) InAction, const [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


description: To setup current action from replicated data

code: void CreateReplicatedAction ( const [EMassMovementAction](API\Plugins\MassNavigation\EMassMovementAction) InAction, const uint16 InActionID, const double InWorldStartTime, const double InServerStartTime )


code: uint16 GetCurrentActionID() const


className: FMassMoveTargetFragment

description: Move target.

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

bOffBoundaries

type: uint8:  1

description: True if the movement target is assumed to be outside navigation boundaries.

Center

description: Center of the move target.

DesiredSpeed

description: Requested movement speed.

DistanceToGoal

description: Distance remaining to the movement goal.

Forward

description: Forward direction of the movement target.

IntentAtGoal

type: EMassMovementAc...

description: Intended movement action at the target.

SlackRadius

description: Allowed deviation around the movement target.


description: Cell location for dynamic obstacles

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

CellLoc

type: FNavigationObst...


code: bool operator== ( const [FMassNavigationObstacleItem](API\Plugins\MassNavigation\FMassNavigationObstacleItem) & Other ) const


className: FMassNavigationObstacleItem

code: struct FMassNavigationObstacleItem

Entity

type: FMassEntityHand...

ItemFlags

type: EMassNavigation...


code: FMassPillCollider ( const float Radius, const float HalfLength )


className: FMassPillCollider

code: struct FMassPillCollider


code: typedef [THierarchicalHashGrid2D](API\Runtime\AIModule\THierarchicalHashGrid2D)< 2, 4, [FMassNavigationObstacleItem](API\Plugins\MassNavigation\FMassNavigationObstacleItem) > FNavigationObstacleHashGrid2D


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 [IMassNavigationModule](API\Plugins\MassNavigation\IMassNavigationModule) & Get()


className: IMassNavigationModule

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

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


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: operator&

code: constexpr [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) operator& ( [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) Lhs, [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) Rhs )


className: operator&=

code: [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) & operator&= ( [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) & Lhs, [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) Rhs )


className: operator~

code: constexpr [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) operator~ ( [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) E )


className: operator^

code: constexpr [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) operator^ ( [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) Lhs, [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) Rhs )


className: operator^=

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


className: FMassSmoothOrientationParameters

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

EndOfPathDuration

description: The time it takes the orientation to catchup to the requested orientation.

Moving

type: FMassSmoothOrie...

description: Orientation blending weights while moving.

Standing

description: Orientation blending weights while standing.


className: operator!

code: constexpr bool operator! ( [EMassNavigationObstacleFlags](API\Plugins\MassNavigation\EMassNavigationObstacleFlags) E )


code: FMassSmoothOrientationWeights()


code: FMassSmoothOrientationWeights ( const float InMoveTargetWeight, const float InVelocityWeight )


className: FMassSmoothOrientationWeights

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

MoveTargetWeight

type: float


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


code: virtual void ConfigureQueries()


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: UMassSmoothOrientationProcessor

description: Updates agent's orientation based on current movement.

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


className: UMassSmoothOrientationTrait

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


className: FMassMovingSteeringParameters

description: Steering related movement parameters.

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

LookAheadTime

description: How much we look ahead when steering.

ReactionTime

description: Steering reaction time in seconds.


className: FMassStandingSteeringFragment

description: Standing steering.

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

bEnteredFromMoveAction

type: bool

description: True if we just entered from move action

bIsUpdatingTarget

description: True if the target is being updated

TargetLocation

type: FVector

description: Selected steer target based on ghost, updates periodically.

TargetSelectionCooldown

description: Cooldown between target updates

TrackedTargetSpeed

description: Used during target update to see when the target movement stops


className: FMassStandingSteeringParameters

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

LowSpeedThreshold

description: If the velocity is below this threshold, it is clamped to 0.

ReactionTime

description: Steering reaction time in seconds.

TargetMoveThreshold

description: How much the target should deviate from the ghost location before update

TargetSelectionCooldown

description: Time between updates, varied randomly.

TargetSpeedHysteresisScale

description: How much the max speed can drop before we stop tracking it.


code: UMassSmoothOrientationProcessor()


className: FMassSteeringFragment

description: Steering fragment.

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

DesiredVelocity

description: Cached desired velocity from steering. Note: not used for moving the entity.


className: UMassSteeringTrait

MovingSteering

type: FMassMovingStee...

StandingSteering

type: FMassStandingSt...


code: UMassSteerToMoveTargetProcessor()


className: UMassSteerToMoveTargetProcessor

description: Processor for updating steering towards MoveTarget.

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

EntityQuery

type: FMassEntityQuer...


className: GameThreadOnly

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


code: template<> struct TMassExternalSubsystemTraits< UMassNavigationSubsystem >


description: Clamps vectors magnitude to Mag.

code: namespace UE { namespace MassNavigation { FVector UE::MassNavigation::ClampVector ( const FVector Vec, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Mag ) } }


description: Computes miter normal in XY plane from two neighbour edge normals.

code: namespace UE { namespace MassNavigation { FVector UE::MassNavigation::ComputeMiterNormal ( const FVector NormalA, const FVector NormalB ) } }


description: Returns left direction from forward and up directions.

code: namespace UE { namespace MassNavigation { FVector UE::MassNavigation::GetLeftDirection ( const FVector Forward, const FVector Up ) } }


description: Calculates yaw angle from direction vector.

code: namespace UE { namespace MassNavigation { [FQuat::FReal](API\Runtime\Core\Math\TQuat\FReal) UE::MassNavigation::GetYawFromQuat ( const FQuat Rotation ) } }


code: namespace UE { namespace MassNavigation { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::MassNavigation::GetYawFromDirection ( const FVector Direction ) } }


description: Exponential smooth from current angle to target angle. Angles in radians.

code: namespace UE { namespace MassNavigation { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::MassNavigation::ExponentialSmoothingAngle ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Angle, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) TargetAngle, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) DeltaTime, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) SmoothingTime ) } }


description: Linearly interpolates between two angles (in Radians).

code: namespace UE { namespace MassNavigation { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::MassNavigation::LerpAngle ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) AngleA, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) AngleB, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) T ) } }


description: Returns the SmoothStep curve for X in range [0..1].

code: namespace UE { namespace MassNavigation { float UE::MassNavigation::Smooth ( const float X ) } }


description: Projects a point to segment and returns the time interpolation value.

code: namespace UE { namespace MassNavigation { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::MassNavigation::ProjectPtSeg ( const FVector2D Point, const FVector2D Start, const FVector2D End ) } }


code: namespace UE { namespace MassNavigation { double UE::MassNavigation::Smooth ( const double X ) } }


description: Wraps and angle to range -PI..PI. Angle in radians.

code: namespace UE { namespace MassNavigation { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::MassNavigation::WrapAngle ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Angle ) } }


code: virtual void ConfigureQueries()


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


className: UMassMoveTargetFragmentInitializer

description: Initializes the move target's location to the agents initial position.

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


code: UMassMoveTargetFragmentInitializer()


code: UMassNavigationObstacleGridProcessor()


className: UMassNavigationObstacleRemoverProcessor

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


className: UMassNavigationObstacleGridProcessor

description: Processor to update obstacle grid

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


code: UMassNavigationSmoothHeightProcessor()


code: const [FNavigationObstacleHashGrid2D](API\Plugins\MassNavigation\FNavigationObstacleHashGrid2D) & GetObstacleGrid() const


className: UMassNavigationSmoothHeightProcessor

description: Updates entities height to move targets position smoothly. Does not update Off-LOD entities.

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


description: Implement this for initialization of instances of the system

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


code: UMassNavigationSubsystem()


className: UMassNavigationSubsystem

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


code: UMassOffLODNavigationProcessor()


className: UMassOffLODNavigationProcessor

description: Updates Off-LOD entities position to move targets position.

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


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

module: MassNavigationEditor

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FMassNavigationEditorModule

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


className: IMassNavigationEditor

description: MassNavigation Editor public interface

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


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

module: MassReplication

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Called either on PostWorldInit() orPostInitProperties()

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


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: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: void SetClientHandle ( [FMassClientHandle](API\Plugins\MassReplication\FMassClientHandle) InClientHandle )


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


className: AMassClientBubbleInfoBase

description: The info actor base class that provides the actual replication

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AMassClientBubbleInfoBase : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

OnPostWorldInitDelegateHandle

type: FDelegateHandle

Serializers

type: TArray<FMassCl...


className: FMassAgentDelegate

code: typedef TMulticastDelegate_TwoParams< void, [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID), [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > FMassAgentDelegate


code: FMassAgentLookupData ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) InEntity, [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID) InNetID, int32 InAgentsIdx )


className: FMassAgentLookupData

description: Data that can be accessed from aFMassReplicatedAgentHandleon a server

code: struct FMassAgentLookupData

NetID

type: FMassNetworkID


code: FMassAgentRemoveData ( double InTimeLastRemoved )


className: FMassAgentRemoveData

description: Data that is stored when an agent is removed from the bubble, when it times out its safe enough to remove entries in EntityInfoMap. The idea is that any out of order adds and removes will happen after this time.

code: struct FMassAgentRemoveData

TimeLastRemoved

type: double


code: FMassBubbleInfoClassHandle()


code: FMassBubbleInfoClassHandle ( int32 InIndex )


className: FMassBubbleInfoClassHandle

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


code: FMassClientBubbleInfoData()


code: FMassClientBubbleInfoData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AMassClientBubbleInfoBase](API\Plugins\MassReplication\AMassClientBubbleInfoBase) > InBubbleClass )


className: FMassClientBubbleInfoData

BubbleClass

type: TSubclassOf<AM...

Bubbles

type: TArray<TObject...

description: A free list array of AMassClientBubbleInfos.


code: [IClientBubbleHandlerInterface](API\Plugins\MassReplication\IClientBubbleHandlerInterface) * GetClientHandler() const


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


code: [UMassReplicationSubsystem](API\Plugins\MassReplication\UMassReplicationSubsystem) * GetReplicationSubsystem() const


code: [UMassSpawnerSubsystem](API\Plugins\MassSpawner\UMassSpawnerSubsystem) * GetSpawnerSubsystem() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: void InitializeForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


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


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


code: void PreReplicatedRemove ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > RemovedIndices, int32 FinalSize ) const


code: void SetClientHandler ( [IClientBubbleHandlerInterface](API\Plugins\MassReplication\IClientBubbleHandlerInterface) & InClientHandler )


className: FMassClientBubbleSerializerBase

description: Classes derived from this will contain theIClientBubbleHandlerInterfacederived class as well as the actual Fast Array. This class mainly provides the base automation with theIClientBubbleHandlerInterface

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassClientBubbleSerializerBase : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


code: FMassClientHandle ( int32 InIndex, uint32 InSerialNumber )


className: FMassClientHandle

description: Handle of each Client on the server. A Client is defined as a player controller with a non nullptr parent NetConnection.

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


description: Note this struct is constructedIsEmpty()== true

code: bool IsEmpty() const


className: FMassClientReplicationInfo

code: struct FMassClientReplicationInfo

AgentsData

type: FMassReplicatio...

description: The saved agent data of the entities handle by this client

HandledEntities

type: TArray<FMassEn...

description: Array of all the entities handled by this client This array might contains duplicates if there is more than one viewer per client as this concatenates the entities from all viewer of a client)

Handles

type: TArray<FMassVi...

description: Array of all the viewer of this client


code: FMassFastArrayItemBase ( [FMassReplicatedAgentHandle](API\Plugins\MassReplication\FMassReplicatedAgentHandle) InHandle )


className: FMassFastArrayItemBase

description: Base for fast array items. For replication of new entity types this type should be inherited from.FReplicatedAgentBaseshould also be inherited from and made a member variable of theFMassFastArrayItemBasederived struct, with the member variable called Agent.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassFastArrayItemBase : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)

Handle

type: FMassReplicated...

description: Only to be used on a server


className: FMassInReplicationGridTag

description: Component Tag to tell if the entity is in the replication grid

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


className: FMassNetworkIDFragment

description: Fragment type for the mass network id of a mass entity

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


className: FMassReplicatedAgentData

code: struct FMassReplicatedAgentData


className: FMassReplicatedAgentFragment

description: Agent handle per client, these will be atTArrayindices of the Client handles indicies (used as a free list array)

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


code: FMassReplicatedAgentHandle()


code: FMassReplicatedAgentHandle ( int32 InIndex, uint32 InSerialNumber )


className: FMassReplicatedAgentHandle

description: Handle of each Agent per Client (bubble), these handles are not consistent between different client bubbles. Using the compact handle here will make the memory footprint smaller and help the ECS system be more cache friendly. TODO: in the long run we can probably use a non serial number handle here, I'd like to stick with the serial number for now though

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


className: FMassReplicatedAgentHandleManager


className: FMassReplicationAgentDataMap


code: FMassReplicationContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [UMassLODSubsystem](API\Plugins\MassLOD\UMassLODSubsystem) & InLODSubsystem, [UMassReplicationSubsystem](API\Plugins\MassReplication\UMassReplicationSubsystem) & InReplicationSubsystem )


className: FMassReplicationContext

code: struct FMassReplicationContext

LODSubsystem

type: constUMassLODS...

ReplicationSubsystem

type: UMassReplicatio...

World

type: UWorld&


code: FMassReplicationEntityInfo ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) InEntity, int32 InReplicationID )


className: FMassReplicationEntityInfo

description: Data that can be accessed from aFMassNetworkIDon a client

code: struct FMassReplicationEntityInfo

Entity

type: FMassEntityHand...

description: If this is not IsSet() then the entity has been removed from the client simulation

ReplicationID

description: This is stored between removes and adds, however this item in theUMassReplicationSubsystem::EntityInfoMapwill eventually get cleaned up if Entity.IsSet() == false for a fairly substantial length of time.


code: FMassReplicationParameters()


className: FMassReplicationLODFragment

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

LOD

type: TEnumAsByte<EM...

description: LOD information

PrevLOD

description: Previous LOD information


description: Cell location for replicated mass agents, used to fetch quickly the agents around each clients

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

CellLoc

type: FReplicationHas...


code: FMassReplicationEntityInfo()


className: FMassReplicationParameters

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

BufferHysteresisOnDistancePercentage

type: float

description: Hysteresis percentage on delta between the LOD distances

LODDistance

description: Distance where each LOD becomes relevant

LODMaxCount

description: Maximum limit of entity per LOD

LODMaxCountPerViewer

description: Maximum limit of entity per LOD per viewer

ReplicatorClass

type: TSubclassOf<UM...


code: template<typename AgentArrayItem> void ModifyEntity ( const [FMassReplicatedAgentHandle](API\Plugins\MassReplication\FMassReplicatedAgentHandle) Handle, const int32 EntityIdx, [TMassClientBubbleTransformHandler](API\Plugins\MassReplication\TMassClientBubbleTransformHandle-)< AgentArrayItem > & BubblePathHandler )


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


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


description: Used to replicate position and yaw by your UMassReplicationProcessorBase derived class. This class should only get used on the server.


code: template<typename T> T & GetTypedClientBubbleInfoChecked ( [FMassClientHandle](API\Plugins\MassReplication\FMassClientHandle) Handle )


code: FMassReplicationSharedFragment()


code: FMassReplicationSharedFragment ( [UMassReplicationSubsystem](API\Plugins\MassReplication\UMassReplicationSubsystem) & ReplicationSubsystem, const [FMassReplicationParameters](API\Plugins\MassReplication\FMassReplicationParameters) & Params )


className: FMassReplicationSharedFragment

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

bEntityQueryInitialized

type: bool

BubbleInfoClassHandle

type: FMassBubbleInfo...

BubbleInfos

description: TODO review if we need to have this as a UPROPERTY at all and also if we can make this use a TInlineAllocator.

CachedClientHandles

type: TArray<FMassCl...

CachedReplicator

type: TObjectPtr<UMa...

CurrentClientHandle

type: FMassClientHand...

EntityQuery

type: FMassEntityQuer...

LODCalculator

type: TMassLODCalcula...

LODCollector

type: TMassLODCollect...


className: FMassReplicationViewerInfoFragment

description: Data fragment to store the calculated distances to viewers

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

ClosestViewerDistanceSq

description: Closest viewer distance

DistanceToViewerSq

type: TArray< float >

description: Distance between each viewer and entity


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


code: void SetNetID ( [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID) InNetID )


code: void SetTemplateID ( [FMassEntityTemplateID](API\Plugins\MassSpawner\FMassEntityTemplateID) InTemplateID )


code: FReplicatedAgentBase ( [FMassNetworkID](API\Plugins\MassCommon\FMassNetworkID) InNetID, [FMassEntityTemplateID](API\Plugins\MassSpawner\FMassEntityTemplateID) InTemplateID )


code: const FVector & GetPosition() const


code: void SetPosition ( const FVector & InPosition )


code: void SetYaw ( const float InYaw )


code: FReplicatedAgentPositionYawData()