className: FMassCrowdViewerLODLogic

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


className: FOnMassCrowdLaneDataSettingsChanged

description: Called when density settings change.

module: MassCrowd

code: typedef TMulticastDelegate_NoParams< void > FOnMassCrowdLaneDataSettingsChanged


className: FOnMassCrowdLaneRenderSettingsChanged

description: Called when rendering settings change.

code: typedef TMulticastDelegate_NoParams< void > FOnMassCrowdLaneRenderSettingsChanged


className: FRegisteredCrowdLaneData

description: Container for the crowd lane data associated to a specific registered ZoneGraph data.

code: struct FRegisteredCrowdLaneData

CrowdLaneDataArray

type: TArray<FZoneGr...

description: Per lane data; array size matches the ZoneGraph storage.

DataHandle

type: FZoneGraphDataH...

description: Handle of the storage the data was initialized from.

LaneToBranchingDataLookup

type: TMap< int32,FC...

description: Lane to branching data lookup

LaneToTrackingDataLookup

description: Lane to entity tracking data lookup

WaitAreas

type: TArray<FCrowdW...


code: const [FReplicatedAgentPathData](API\Plugins\MassAIReplication\FReplicatedAgentPathData) & GetReplicatedPathData() const


code: const [FReplicatedAgentPositionYawData](API\Plugins\MassReplication\FReplicatedAgentPositionYawData) & GetReplicatedPositionYawData() const


description: This function is required to be provided inFReplicatedAgentBasederived classes that useFReplicatedAgentPositionYawData


className: FSelectLaneResult

description: Structure holding all pertinent data related to the selected lane.

code: struct FSelectLaneResult

NextLaneHandle

type: FZoneGraphLaneH...

description: The handle of the next lane selected from the available links.

WaitDistance

type: TOptional< floa...

description: The distance along the lane the entity should reach before stopping.


className: FReplicatedCrowdAgent

description: The data that is replicated specific to each Crowd agent

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


code: void SetState ( [ECrowdLaneState](API\Plugins\MassCrowd\ECrowdLaneState) Value )


description: This function is required to be provided inFReplicatedAgentBasederived classes that useFReplicatedAgentPathData


code: FZoneGraphCrowdLaneStateChangeEvent()


code: FZoneGraphCrowdLaneStateChangeEvent ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle, const [ECrowdLaneState](API\Plugins\MassCrowd\ECrowdLaneState) NewState )


className: FZoneGraphCrowdLaneData

description: Structure holding runtime data associated to a zone graph lane to handle pedestrian navigation.

State

type: ECrowdLaneState


className: FZoneGraphCrowdLaneStateChangeEvent

description: Event indicating the new state of a lane.

Lane

description: Affected lane.

description: New state.


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 [IMassCrowdModule](API\Plugins\MassCrowd\IMassCrowdModule) & 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: IMassCrowdModule

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

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


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

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


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

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


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

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


description: TStateTreeExternalDataHandle

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


className: FMassCrowdClaimWaitSlotTask

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

CrowdSubsystemHandle

type: TStateTreeExter...


className: FMassCrowdClaimWaitSlotTaskInstanceData

description: Claim wait slot and expose slot position for path follow.

WaitSlotLocation

type: FMassZoneGraphT...


code: FMassZoneGraphFindWanderTarget()


className: FMassZoneGraphFindWanderTarget

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

AllowedAnnotationTags

type: FZoneGraphTagFi...


description: Updates TargetLocation to a wander target based on the agents current location on ZoneGraph.


code: template<> struct TMassExternalSubsystemTraits< UMassCrowdSubsystem >


className: GameThreadOnly

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


className: WithCopy

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


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


className: WithNetDeltaSerializer

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


code: virtual void ConfigureQueries()


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


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


className: UMassCrowdDynamicObstacleDeinitializer

EntityQuery

type: FMassEntityQuer...

ZoneGraphAnnotationSubsystem

type: TObjectPtr<UZo...


code: UMassCrowdDynamicObstacleInitializer()


className: UMassCrowdDynamicObstacleInitializer


code: void OnMove ( [FMassCrowdObstacleFragment](API\Plugins\MassCrowd\FMassCrowdObstacleFragment) & OutObstacle )


code: UMassCrowdDynamicObstacleProcessor()


code: void OnStop ( [FMassCrowdObstacleFragment](API\Plugins\MassCrowd\FMassCrowdObstacleFragment) & OutObstacle, const float Radius )


className: UMassCrowdDynamicObstacleProcessor

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


className: UMassCrowdLaneDataRenderingComponent

description: Primitive component that can be used to render runtime state of zone graph lanes (e.g. Opened|Closed, Density, etc.) The component must be added on a ZoneGraphData actor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(BlueprintSpawnableComponent), HideCategories=(Object, LOD, Lighting, VirtualTexture, Transform, HLOD, Collision, TextureStreaming, Mobile, Physics, Tags, AssetUserData, Activation, Cooking, Rendering, Navigation)) class UMassCrowdLaneDataRenderingComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


code: UMassCrowdLaneDataRenderingComponent()


code: UMassCrowdLaneTrackingDestructor()


className: UMassCrowdLaneTrackingDestructor

description: Processors that cleans up the lane tracking on entity destruction.

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


description: Configure the ownedFMassEntityQueryinstances to express processor queries requirements


code: UMassCrowdLaneTrackingSignalProcessor()


className: UMassCrowdLaneTrackingSignalProcessor

description: Processor that monitors when entities change lane and notify the MassCrowd subsystem.


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

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


className: UMassCrowdLODCollectorProcessor

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Crowd LOD Collection ")) class UMassCrowdLODCollectorProcessor : public [UMassLODCollectorProcessor](API\Plugins\MassLOD\UMassLODCollectorProcessor)


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: UMassCrowdMemberTrait

description: Trait to mark an entity with the crowd tag and add required fragments to track current lane


description: Overridden to process the client replication. This methods should call CalculateClientReplication with the appropriate callback implementation.

code: virtual void ProcessClientReplication ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [FMassReplicationContext](API\Plugins\MassReplication\FMassReplicationContext) & ReplicationContext )


description: Overridden to add specific entity query requirements for replication. Usually we add replication processor handler requirements.

code: virtual void AddRequirements ( [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & EntityQuery )


className: UMassCrowdReplicator

description: Class that handles replication and only runs on the server. It queries Mass entity fragments and sets those values when appropriate using the MassClientBubbleHandler.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCrowdReplicator : public [UMassReplicatorBase](API\Plugins\MassReplication\UMassReplicatorBase)


description:
Returns an actor of the template type and setup fragments values from it
the actor spawned

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOrSpawnActor ( [UMassRepresentationSubsystem](API\Plugins\MassRepresentation\UMassRepresentationSubsystem) & RepresentationSubsystem, [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) MassAgent, [FMassActorFragment](API\Plugins\MassActors\FMassActorFragment) & ActorInfo, const FTransform & Transform, const int16 TemplateActorIndex, [FMassActorSpawnRequestHandle](API\Plugins\MassActors\FMassActorSpawnRequestHandle) & SpawnRequestHandle, const float Priority ) const


description: Enable/disable a spawned actor

code: virtual void SetActorEnabled ( const [EMassActorEnabledType](API\Plugins\MassRepresentation\EMassActorEnabledType) EnabledType, [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, const int32 EntityIdx, [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) & CommandBuffer ) const


description: Teleports the actor at the specified transform by preserving its velocity and without collision. The destination will be adjusted to fit an existing capsule.

code: virtual void TeleportActor ( const FTransform & Transform, [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) & CommandBuffer ) const


description: USubsystemBEGIN.

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


className: UMassCrowdRepresentationActorManagement

description: Overridden representation processor to make it tied to the crowd via the requirements. It is also the base class for all the different type of crowd representation (Visualization & ServerSideRepresentation)


code: virtual void ConfigureQueries()


className: UMassCrowdRepresentationSubsystem

description: Subsystem responsible for all visual of mass crowd agents, will handle actors spawning and static mesh instances


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


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

BufferHysteresisOnDistancePercentage

type: float

description: Hysteresis percentage on delta between the LOD distances

LODCalculator

type: TMassLODCalcula...

LODDistance

description: Distance where each LOD becomes relevant

LODMaxCount

description: Maximum limit of entity per LOD


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


description: Configure the ownedFMassEntityQueryinstances to express processor's requirements


className: UMassCrowdServerRepresentationProcessor

description: Overridden representation processor to make it tied to the crowd on the server via the requirements It is the counter part of the crowd visualization processor on the client.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Mass Crowd Server Representation")) class UMassCrowdServerRepresentationProcessor : public [UMassRepresentationProcessor](API\Plugins\MassRepresentation\UMassRepresentationProcessor)


className: UMassCrowdServerRepresentationTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Crowd Server Representation")) class UMassCrowdServerRepresentationTrait : public [UMassEntityTraitBase](API\Plugins\MassSpawner\UMassEntityTraitBase)

Params

type: FMassRepresenta...

description: Configuration parameters for the representation processor

TemplateActor

type: TSubclassOf<AA...

description: Actor class of this agent when spawned on server


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMassCrowdLaneDensityDesc](API\Plugins\MassCrowd\FMassCrowdLaneDensityDesc) > & GetLaneDensities() const


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

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


className: UMassCrowdSettings

description: Settings for the MassCrowd plugin.

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

bDisplayDensities

type: bool

description: Lanes will be displayed to represent their assigned densities.

bDisplayStates

description: Lanes will be displayed to indicates the current state. See MassCrowd settings for parameters.

bDisplayTrackingData

description: Text will be added on lanes with entity tracking or waiting area to indicate the current occupation

ClosedLaneColor

type: FColor

description: Color used to render crowd lane that are closed to navigation.

CrossingTag

type: FZoneGraphTag

description: Tag required on a lane to build intersection crossing runtime data for it.

CrowdTag

description: Tag required on a lane to build crowd related runtime data for it and render it.

IntersectionLaneScaleFactor

description: Scale factor applied on the base thickness to render intersection lanes data.

LaneBaseLineThickness

description: Base thickness used to render lane data specific to crowd.

LaneDensities

type: TArray<FMassCr...

description: List of all lane density descriptors.

LaneDensityScaleFactor

description: Scale factor applied on the base or intersection thickness to render density outline.

LaneRenderZOffset

description: Z offset used to render lane data specific to crowd over the actual zone graph.

MoveDistance

description: Distance ahead of the current lane location for the next movement target location.

MoveDistanceRandomDeviation

description: Random deviation of the of the MoveDistance

ObstacleEffectRadius

description: The radius an obstacle has effects on navigation.

ObstacleMovingDistanceTolerance

description: An obstacle is considered moving when it has moved this much after being stationary.

ObstacleStoppingSpeedTolerance

description: An obstacle is considered being stopped when it's speed is less than the tolerance.

ObstacleTimeToStop

description: The time an obstacle needs to be not moving before it is reported as stopped.

OnMassCrowdLaneDataSettingsChanged

type: FOnMassCrowdLan...

OpenedLaneColor

description: Color used to render crowd lane that are opened for navigation.

SlotOffset

description: Offset from the lane entry where the slots are created.

SlotSize

description: Distance reserved for each entity while waiting on an intersection lane.


className: UMassCrowdSpawnerSubsystem

description: A subsystem managing spawning of crowd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassCrowdSpawnerSubsystem : public [UMassActorSpawnerSubsystem](API\Plugins\MassActors\UMassActorSpawnerSubsystem)


description: Acquires a slot from a specified waiting lane. Nearest vacant slot to EntityPosition is returned.Indexof the slot, or INDEX_NONE if no slots are available or if the lane is not a waiting lane.

code: int32 AcquireWaitingSlot ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const FVector & EntityPosition, const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle, FVector & OutSlotPosition, FVector & OutSlotDirection )


description: Populates the crowd lane data array with all existing lane in the zone graph. Also creates some extra data for lanes that could be used to wait in case of temporarily closed lane (e.g. intersection crossings).

code: void BuildLaneData ( [FRegisteredCrowdLaneData](API\Plugins\MassCrowd\FRegisteredCrowdLaneData) & LaneData, const [FZoneGraphStorage](API\Plugins\ZoneGraph\FZoneGraphStorage) & Storage )


description:
Creates dedicated structure to hold data of a branching lane.
The newly created structure holding specific data of a branching lane

code: [FCrowdBranchingLaneData](API\Plugins\MassCrowd\FCrowdBranchingLaneData) & CreateBranchingData ( const int32 LaneIndex, const [FZoneGraphStorage](API\Plugins\ZoneGraph\FZoneGraphStorage) & ZoneGraphStorage )


description:
Creates and initializes the occupancy data of a lane.
The newly created structure holding occupancy data associated to the zone graph lane

code: [FCrowdTrackingLaneData](API\Plugins\MassCrowd\FCrowdTrackingLaneData) & CreateTrackingData ( const int32 LaneIndex, const [FZoneGraphStorage](API\Plugins\ZoneGraph\FZoneGraphStorage) & ZoneGraphStorage )


code: void CreateWaitSlots ( const int32 CrossingLaneIndex, [FCrowdWaitAreaData](API\Plugins\MassCrowd\FCrowdWaitAreaData) & WaitArea, const [FZoneGraphStorage](API\Plugins\ZoneGraph\FZoneGraphStorage) & ZoneGraphStorage )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description:
Returns the branching data associated to a given zone graph lane.
Branching data associated to the lane (nullptr if provided handle is invalid or no data is associated to that lane)

code: const [FCrowdBranchingLaneData](API\Plugins\MassCrowd\FCrowdBranchingLaneData) * GetCrowdBranchingLaneData ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle ) const


description:
Method will ensure if DataHandle is invalid or if associated data doesn't exist. Should call HasCrowdDataForZoneGraph first.
Runtime data associated to the zone graph if available; nullptr otherwise

code: const [FRegisteredCrowdLaneData](API\Plugins\MassCrowd\FRegisteredCrowdLaneData) * GetCrowdData ( const [FZoneGraphDataHandle](API\Plugins\ZoneGraph\FZoneGraphDataHandle) DataHandle ) const


description:
Returns the readonly runtime data associated to a given zone graph lane.
Runtime data associated to the lane (if available)

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FZoneGraphCrowdLaneData](API\Plugins\MassCrowd\FZoneGraphCrowdLaneData) > GetCrowdLaneData ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle ) const


description:
Returns the entity tracking runtime data associated to a given zone graph lane.
Runtime data associated to the lane (nullptr if provided handle is invalid or no data is associated to that lane)

code: const [FCrowdTrackingLaneData](API\Plugins\MassCrowd\FCrowdTrackingLaneData) * GetCrowdTrackingLaneData ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle ) const


description:
Returns the waiting area runtime data associated to a given zone graph lane.
Runtime data associated to the lane (nullptr if provided handle is invalid or no data is associated to that lane)

code: const [FCrowdWaitAreaData](API\Plugins\MassCrowd\FCrowdWaitAreaData) * GetCrowdWaitingAreaData ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle ) const


description: Combined Tag mask that represents all possible lane density tags. Built from MassCrowdSettings.


description: Returns the weight for lane selection that is associated to the given lane based on its density tag.

code: float GetDensityWeight ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle, const [FZoneGraphTagMask](API\Plugins\ZoneGraph\FZoneGraphTagMask) LaneTagMask ) const


description:
Return the current state of a lane.
The state of the lane

code: [ECrowdLaneState](API\Plugins\MassCrowd\ECrowdLaneState) GetLaneState ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle ) const


description:
Returns the modifiable runtime data associated to a given zone graph lane.
Runtime data associated to the lane if available; nullptr otherwise

code: [FZoneGraphCrowdLaneData](API\Plugins\MassCrowd\FZoneGraphCrowdLaneData) * GetMutableCrowdLaneData ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle )


description: true if the Crowd subsystem has lane data for specified graph.

code: bool HasCrowdDataForZoneGraph ( const [FZoneGraphDataHandle](API\Plugins\ZoneGraph\FZoneGraphDataHandle) DataHandle ) const


description: Implement this for initialization of instances of the system

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


description: Callback to keep count of entities currently on a given lane.

code: void OnEnterTrackedLane ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const int32 LaneIndex, [FCrowdTrackingLaneData](API\Plugins\MassCrowd\FCrowdTrackingLaneData) & TrackingData )


description: Callback from the lane tracker processor to indicates a mass entity changing lane.

code: void OnEntityLaneChanged ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) PreviousLaneHandle, const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) CurrentLaneHandle )


code: void OnExitTrackedLane ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const int32 LaneIndex, [FCrowdTrackingLaneData](API\Plugins\MassCrowd\FCrowdTrackingLaneData) & TrackingData )


description: Called once all UWorldSubsystems have been initialized

code: virtual void PostInitialize()


code: void PostZoneGraphDataAdded ( const [AZoneGraphData](API\Plugins\ZoneGraph\AZoneGraphData) * ZoneGraphData )


description: Clears and rebuilds all lane and intersection data for registered zone graphs using the current settings.

code: void RebuildLaneData()


code: void PreZoneGraphDataRemoved ( const [AZoneGraphData](API\Plugins\ZoneGraph\AZoneGraphData) * ZoneGraphData )


description: Releases previously acquired slot from a specified waiting lane.

code: void ReleaseWaitingSlot ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle, const int32 SlotIndex )


description:
Changes the state of a lane.
True if the state was successfully changed or was already in the right state; false if handle is invalid

code: bool SetLaneState ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) LaneHandle, [ECrowdLaneState](API\Plugins\MassCrowd\ECrowdLaneState) NewState )


className: UMassCrowdSubsystem

description: Subsystem that tracks mass entities that are wandering on the zone graph. It will create custom runtime lane data to allow branching decisions.

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

DebugOnMassCrowdLaneStateChanged

type: FDebugOnMassCro...

DensityMask

type: FZoneGraphTagMa...

description: Tag mask that represents all possible lane density tags. Built from MassCrowdSettings.

MassCrowdSettings

type: TObjectPtr< con...

OnMassCrowdSettingsChangedHandle

type: FDelegateHandle

RegisteredLaneData

type: TArray<FRegist...

description: Per lane data for all registered ZoneGraph data.


description: Execution method for this processor

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


description: Configure the ownedFMassEntityQueryinstances to express processor's requirements

code: virtual void ConfigureQueries()


code: UMassCrowdVisualizationLODProcessor()


className: UMassCrowdVisualizationLODProcessor

description: Created a crowd version for parallelization of the crowd with the traffic

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Crowd visualization LOD")) class UMassCrowdVisualizationLODProcessor : public [UMassVisualizationLODProcessor](API\Plugins\MassRepresentation\UMassVisualizationLODProcessor)


code: UMassCrowdVisualizationProcessor()


className: UMassCrowdVisualizationProcessor

description: Overridden visualization processor to make it tied to the crowd via the requirements

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Mass Crowd Visualization")) class UMassCrowdVisualizationProcessor : public [UMassVisualizationProcessor](API\Plugins\MassRepresentation\UMassVisualizationProcessor)


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: UMassCrowdVisualizationTrait

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Crowd Visualization")) class UMassCrowdVisualizationTrait : public [UMassVisualizationTrait](API\Plugins\MassRepresentation\UMassVisualizationTrait)


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


code: UMassDebugCrowdVisualizationProcessor()


className: UMassDebugCrowdVisualizationProcessor

description: A custom visualization processor for debugging mass crowd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Mass Crowd Visualization")) class UMassDebugCrowdVisualizationProcessor : public [UMassProcessor](API\Plugins\MassEntity\UMassProcessor)

World

type: TObjectPtr<UWo...


code: virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: virtual void OnLaneLocationUpdated ( const [FZoneGraphLaneLocation](API\Plugins\ZoneGraph\FZoneGraphLaneLocation) & PrevLaneLocation, const [FZoneGraphLaneLocation](API\Plugins\ZoneGraph\FZoneGraphLaneLocation) & NextLaneLocation )


className: UZoneGraphCloseCrowdLaneTest

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UZoneGraphCloseCrowdLaneTest : public [UZoneLaneTest](API\Plugins\ZoneGraphDebug\UZoneLaneTest)


description: Called when scene proxy is rebuilt.

code: virtual void DebugDraw ( [FZoneGraphAnnotationSceneProxy](API\Plugins\ZoneGraphAnnotations\FZoneGraphAnnotationSceneProxy) * DebugProxy )


description: Tags applied by the Annotation, used to lookup Annotations from tags.

code: virtual [FZoneGraphTagMask](API\Plugins\ZoneGraph\FZoneGraphTagMask) GetAnnotationTags() const


description: Called when it's time to draw to canvas.

code: virtual void DebugDrawCanvas ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * )


description: Called when new events are ready to be processed

code: virtual void HandleEvents ( const [FInstancedStructContainer](API\Plugins\StructUtils\FInstancedStructContainer) & Events )


description: Called duringOnRegister(), or after all subsystems have been initialized.


description: Ticks the Annotation and changes the tags in the container when needed.

code: virtual void TickAnnotation ( const float DeltaTime, [FZoneGraphAnnotationTagContainer](API\Plugins\ZoneGraphAnnotations\FZoneGraphAnnotationTagContainer) & AnnotationTagContainer )


className: EMassCommandCheckTime

module: MassEntity

code: enum EMassCommandCheckTime { RuntimeCheck = true, CompileTimeCheck = false, }


className: EMassCommandOperationType

description: Enum used by MassBatchCommands to declare their "type". This data is later used to group commands so that command effects are applied in a controllable fashion Important: if changed make sure to update FMassCommandBuffer::Flush.CommandTypeOrder as well

code: enum EMassCommandOperationType { None, Create, Add, Remove, ChangeComposition, Set, Destroy, MAX, }


className: EMassExecutionContextType

code: enum EMassExecutionContextType { Local, Processor, MAX, }


className: EMassFragmentPresence

code: enum EMassFragmentPresence { All, Any, None, Optional, MAX, }


className: EMassFragmentAccess

code: enum EMassFragmentAccess { None, ReadOnly, ReadWrite, MAX, }


className: EMassObservedOperation

code: enum EMassObservedOperation { Add, Remove, MAX, }


className: UZoneGraphCrowdLaneAnnotations

description: Zone graph blocking behavior

CloseLaneTag

description: Annotation Tag to mark a closed lane.

CrowdSubsystem

type: TObjectPtr<UMa...

description: Cached ZoneGraphSubsystem

StateChangeEvents

type: TArray<FZoneGr...

description: Array of queued events.

WaitingLaneTag

description: Annotation Tag to mark a waiting lane.


className: EMassProcessingPhase

code: enum EMassProcessingPhase { PrePhysics, StartPhysics, DuringPhysics, EndPhysics, PostPhysics, FrameEnd, MAX, }


className: EProcessorCompletionStatus

code: enum EProcessorCompletionStatus { Invalid, Threaded, Postponed, Done, }


className: FArchetypeStats

code: struct FArchetypeStats

AllocatedSize

description: Total amount of memory taken by this archetype

ChunksCount

description: Number of allocated chunks.

EntitiesCount

description: Number of active entities of the archetype.

EntitiesCountPerChunk

description: Number of entities that fit per chunk.


code: const [FMassArchetypeEntityCollection::FArchetypeEntityRange](API\Plugins\MassEntity\FMassArchetypeEntityCollection\FArchetypeEntityRange) * operator->() const


className: EProcessorExecutionFlags

code: enum EProcessorExecutionFlags { None = 0, Standalone = 1 << 0, Server = 1 << 1, Client = 1 << 2, Editor = 1 << 3, AllNetModes = Standalone | Server | Client, All = Standalone | Server | Client | Editor, }


code: const [FMassArchetypeEntityCollection::FArchetypeEntityRange](API\Plugins\MassEntity\FMassArchetypeEntityCollection\FArchetypeEntityRange) & operator*() const


code: FMassArchetypeChunkIterator ( const [FMassArchetypeEntityCollection::FConstEntityRangeArrayView](API\Plugins\MassEntity\FMassArchetypeEntityCollection\FConstEntityRangeArrayView) & InEntityRanges )


className: FMassArchetypeChunkIterator

description: The type used to iterate over given archetype's chunks, be it full, continuous chunks or sparse subchunks. It hides this details from the rest of the system.

code: struct FMassArchetypeChunkIterator


code: static uint32 CalculateHash ( const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & InFragments, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & InTags, const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & InChunkFragments, const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragmentBitSet )


code: int32 CountStoredTypes() const


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


code: bool HasAll ( const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & OtherDescriptor ) const


code: bool IsEquivalent ( const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & OtherDescriptor ) const


code: FMassArchetypeCompositionDescriptor()


code: FMassArchetypeCompositionDescriptor ( [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) && InFragments )


code: FMassArchetypeCompositionDescriptor ( [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) && InTags )


code: FMassArchetypeCompositionDescriptor ( const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & InFragments, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & InTags, const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & InChunkFragments, const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragments )


code: FMassArchetypeCompositionDescriptor ( TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > InFragments, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & InTags, const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & InChunkFragments, const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragments )


code: FMassArchetypeCompositionDescriptor ( TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > InFragmentInstances, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & InTags, const [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) & InChunkFragments, const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragments )


code: FMassArchetypeCompositionDescriptor ( [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) && InFragments, [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) && InTags, [FMassChunkFragmentBitSet](API\Plugins\MassEntity\FMassChunkFragmentBitSet) && InChunkFragments, [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) && InSharedFragments )


className: FMassArchetypeCompositionDescriptor

description: The type summarily describing a composition of an entity or an archetype. It contains information on both the fragments as well as tags

ChunkFragments

type: FMassChunkFragm...

Fragments

type: FMassFragmentBi...

SharedFragments

type: FMassSharedFrag...

Tags

type: FMassTagBitSet


code: void BuildEntityRanges ( [TStridedView](API\Runtime\Core\Containers\TStridedView)< const int32 > TrueIndices )


className: EDuplicatesHandling

code: enum EDuplicatesHandling { NoDuplicates, FoldDuplicates, }


className: EInitializationType

code: enum EInitializationType { GatherAll, DoNothing, }


description: Checks if given InRange comes right after this instance

code: bool IsAdjacentAfter &40; const FArchetypeEntityRange & Other &41; const


code: bool operator&61;&61; &40; const FArchetypeEntityRange & Other &41; const


description: Note that we consider invalid-length chunks valid as long as ChunkIndex and SubchunkStart are valid

code: bool IsSet&40;&41; const


code: bool operator&33;&61; &40; const FArchetypeEntityRange & Other &41; const


code: FArchetypeEntityRange &40; const int32 InChunkIndex, const int32 InSubchunkStart, const int32 InLength &41;


className: FArchetypeEntityRange

code: struct FArchetypeEntityRange

Length

description: Negative or 0-length means "all available entities within chunk"


className: FConstEntityRangeArrayView

code: typedef TConstArrayView< [FArchetypeEntityRange](API\Plugins\MassEntity\FMassArchetypeEntityCollection\FArchetypeEntityRange) > FConstEntityRangeArrayView


code: const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & GetArchetype() const


description: The comparison function that checks if Other is identical to this. Intended for diagnostics/debugging.

code: bool IsSame ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & Other ) const


code: FMassArchetypeEntityCollection()


code: FMassArchetypeEntityCollection ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & InArchetypeHandle, const [EInitializationType](API\Plugins\MassEntity\FMassArchetypeEntityCollection\EInitializationType) Initialization )


code: FMassArchetypeEntityCollection ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FMassArchetypeData > & InArchetype, const [EInitializationType](API\Plugins\MassEntity\FMassArchetypeEntityCollection\EInitializationType) Initialization )


code: FMassArchetypeEntityCollection ( [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & InArchetypeHandle, [FEntityRangeArray](API\Plugins\MassEntity\FMassArchetypeEntityCollection\FEntityRangeArray) && InEntityRanges )


code: FMassArchetypeEntityCollection ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & InArchetype, TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > InEntities, [EDuplicatesHandling](API\Plugins\MassEntity\FMassArchetypeEntityCollection\EDuplicatesHandling) DuplicatesHandling )


code: static void CreateEntityRangesWithPayload ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, const TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > Entities, const [FMassArchetypeEntityCollection::EDuplicatesHandling](API\Plugins\MassEntity\FMassArchetypeEntityCollection\EDuplicatesHandling) DuplicatesHandling, [FMassGenericPayloadView](API\Plugins\MassEntity\FMassGenericPayloadView) Payload, [TArray](API\Runtime\Core\Containers\TArray)< [FMassArchetypeEntityCollectionWithPayload](API\Plugins\MassEntity\FMassArchetypeEntityCollectionWi-) > & OutEntityCollections )


className: FMassArchetypeEntityCollection

description: A struct that converts an arbitrary array of entities of given Archetype into a sequence of continuous entity chunks. The goal is to have the user create an instance of this struct once and run through a bunch of systems. The runtime code usually usesFMassArchetypeChunkIteratorto iterate on the chunk collection.

code: struct FMassArchetypeEntityCollection


code: const [FMassGenericPayloadViewSlice](API\Plugins\MassEntity\FMassGenericPayloadViewSlice) & GetPayload() const


code: const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & GetEntityCollection() const


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


code: FMassArchetypeEntityCollectionWithPayload &40; const FMassArchetypeHandle & InArchetype, TStridedView< const int32 > TrueIndices, FMassGenericPayloadViewSlice && Payload &41;


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


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


code: FMassArchetypeHandle &40; const TSharedPtr< FMassArchetypeData > & InDataPtr &41;


className: FMassArchetypeHandle

description: An opaque handle to an archetype.

code: struct FMassArchetypeHandle


code: [FConstSharedStruct](API\Plugins\StructUtils\FConstSharedStruct) & AddConstSharedFragment ( const [FConstSharedStruct](API\Plugins\StructUtils\FConstSharedStruct) & Fragment )


code: [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) AddSharedFragment ( const [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) & Fragment )


className: EmptyInstanceHash

code: static constexpr uint32 EmptyInstanceHash = 0;


code: SIZE_T GetAllocatedSize() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FConstSharedStruct](API\Plugins\StructUtils\FConstSharedStruct) > & GetConstSharedFragments() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) > & GetMutableSharedFragments()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) > & GetSharedFragments() const


code: bool HasAllRequiredFragmentTypes ( const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragmentBitSet ) const


code: bool IsEquivalent ( const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & OtherSharedFragmentValues ) const


code: [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & operator= ( const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & OtherFragmentValues )


code: [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & operator= ( [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) && OtherFragmentValues )


code: FMassArchetypeSharedFragmentValues()


code: bool HasExactFragmentTypesMatch ( const [FMassSharedFragmentBitSet](API\Plugins\MassEntity\FMassSharedFragmentBitSet) & InSharedFragmentBitSet ) const


code: FMassArchetypeSharedFragmentValues ( const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & OtherFragmentValues )


code: FMassArchetypeSharedFragmentValues ( [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) && OtherFragmentValues )


className: FMassArchetypeSharedFragmentValues

bSorted

type: bool

ConstSharedFragments

type: TArray<FConstS...

SharedFragments

type: TArray<FShared...


className: CommandsCounter

code: static std::atomic< uint32 > CommandsCounter;


code: void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & System ) const


code: template<typename T> static uint32 GetCommandIndex()


code: int32 GetNumOperationsStat() const


code: FMassBatchedCommand ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType, [FName](API\Runtime\Core\UObject\FName) DebugName )


code: FMassBatchedCommand ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType )


code: virtual ~FMassBatchedCommand()


className: FMassBatchedCommand

code: struct FMassBatchedCommand

DebugName

type: FName

OperationType

type: EMassCommandOpe...


code: void Add ( TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > Entities )


code: void Add ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: virtual int32 GetNumOperationsStat() const


code: virtual SIZE_T GetAllocatedSize() const


code: FMassBatchedEntityCommand ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType )


code: FMassBatchedEntityCommand ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType, [FName](API\Runtime\Core\UObject\FName) DebugName )


className: FMassBatchedEntityCommand

code: struct FMassBatchedEntityCommand : public [FMassBatchedCommand](API\Plugins\MassEntity\FMassBatchedCommand)

EntitiesAccessDetector

type: FRWAccessDetect...

TargetEntities

type: TArray<FMassEn...


className: FMassChunkConditionFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) &) > FMassChunkConditionFunction


code: void Add ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TOthers... InFragments )


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & System ) const


code: FMassCommandAddFragmentInstances()


className: FMassCommandAddFragmentInstances

code: template<typename... TOthers> struct FMassCommandAddFragmentInstances : public [FMassBatchedEntityCommand](API\Plugins\MassEntity\FMassBatchedEntityCommand)


code: FMassCommandAddFragmentsInternal()


className: FMassCommandAddFragmentsInternal

code: template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename... TTypes> struct FMassCommandAddFragmentsInternal : public [FMassBatchedEntityCommand](API\Plugins\MassEntity\FMassBatchedEntityCommand)


className: FMassCommandAddTag

code: typedef [FMassCommandAddTagInternal](API\Plugins\MassEntity\FMassCommandAddTagInternal)< [EMassCommandCheckTime::CompileTimeCheck](API\Plugins\MassEntity\EMassCommandCheckTime), T > FMassCommandAddTag


className: FMassCommandAddTagInternal

code: template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename T> struct FMassCommandAddTagInternal : public [FMassCommandChangeTags](API\Plugins\MassEntity\FMassCommandChangeTags)


code: template<typename T> void AddFragment ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename T> void AddFragment_RuntimeCheck ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: The convenience function equivalent to calling PushCommand>(Entity)

code: template<typename T> void AddTag ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename T> void AddTag_RuntimeCheck ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: void DestroyEntities ( TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > InEntitiesToDestroy )


code: void DestroyEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: SIZE_T GetAllocatedSize() const


code: bool HasPendingCommands() const


description: Appends the commands from the passed buffer into this one

code: void MoveAppend ( [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) & InOutOther )


code: template<typename TCommand, typename... TArgs> void PushCommand ( TArgs &&... InArgs )


description: Adds a new entry to a given TCommand batch command instance

code: template<typename TCommand> void PushCommand ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<template< typename...TArgs > typename TCommand, typename... TArgs> void PushCommand ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TArgs &&... InArgs )


code: template<typename TCommand> void PushCommand ( TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > Entities )


code: template<typename T> void RemoveFragment_RuntimeCheck ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename T> void RemoveTag ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename T> void RemoveTag_RuntimeCheck ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename TOld, typename TNew> void SwapTags ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename TOld, typename TNew> void SwapTags_RuntimeCheck ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: template<typename T> void RemoveFragment ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


className: FMassCommandBuffer

code: struct FMassCommandBuffer


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & System ) const


className: Super

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


className: FMassCommandBuildEntity

code: template<typename... TOthers> struct FMassCommandBuildEntity : public [FMassCommandAddFragmentInstances< TOthers... >](API\Plugins\MassEntity\FMassCommandAddFragmentInstances)


code: void Add ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) && InSharedFragments, TOthers... InFragments )


code: FPerSharedFragmentsHashData &40; FMassArchetypeSharedFragmentValues && InSharedFragmentValues &41;


code: SIZE_T GetAllocatedSize&40;&41; const


className: FPerSharedFragmentsHashData

code: struct FPerSharedFragmentsHashData

SharedFragmentValues

type: FMassArchetypeS...


code: virtual SIZE_T GetAllocatedSize() const


code: virtual int32 GetNumOperationsStat() const


description: Note: that TSharedFragmentValues is always expected to beFMassArchetypeSharedFragmentValues, but is declared as template's param to maintain uniform command adding interface viaFMassCommandBuffer.PushCommand. PushCommands received all input params in one `typename..._ list and as such cannot be easily split up to reason about.

code: template<typename TSharedFragmentValues, typename... TOthers> struct FMassCommandBuildEntityWithSharedFragments : public [FMassBatchedCommand](API\Plugins\MassEntity\FMassBatchedCommand)

Data

type: TMap< uint32,F...


code: FMassCommandChangeTags ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType, [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) TagsToAdd, [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) TagsToRemove )


code: FMassCommandChangeTags ( [EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OperationType, [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) TagsToAdd, [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) TagsToRemove, [FName](API\Runtime\Core\UObject\FName) DebugName )


className: FMassCommandChangeTags

code: struct FMassCommandChangeTags : public [FMassBatchedEntityCommand](API\Plugins\MassEntity\FMassBatchedEntityCommand)


className: FMassCommandDestroyEntities

code: struct FMassCommandDestroyEntities : public [FMassBatchedEntityCommand](API\Plugins\MassEntity\FMassBatchedEntityCommand)


code: FMassCommandRemoveFragmentsInternal()


className: FMassCommandRemoveFragmentsInternal

code: template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename... TTypes> struct FMassCommandRemoveFragmentsInternal : public [FMassBatchedEntityCommand](API\Plugins\MassEntity\FMassBatchedEntityCommand)


code: FMassCommandRemoveTagInternal()


className: FMassCommandRemoveTagInternal

code: template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename T> struct FMassCommandRemoveTagInternal : public [FMassCommandChangeTags](API\Plugins\MassEntity\FMassCommandChangeTags)


className: FMassCommandSwapTags

code: typedef [FMassCommandSwapTagsInternal](API\Plugins\MassEntity\FMassCommandSwapTagsInternal)< [EMassCommandCheckTime::CompileTimeCheck](API\Plugins\MassEntity\EMassCommandCheckTime), TOld, TNew > FMassCommandSwapTags


code: FMassCommandSwapTagsInternal()


className: FMassCommandSwapTagsInternal

code: template<[EMassCommandCheckTime](API\Plugins\MassEntity\EMassCommandCheckTime) CheckTime, typename TOld, typename TNew> struct FMassCommandSwapTagsInternal : public [FMassCommandChangeTags](API\Plugins\MassEntity\FMassCommandChangeTags)


className: FOnEntitySelected

code: typedef TMulticastDelegate_TwoParams< void, const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) &, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > FOnEntitySelected


className: FOnMassEntityManagerEvent

code: typedef TMulticastDelegate_OneParam< void, const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & > FOnMassEntityManagerEvent


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) > GetAllArchetypes ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem )


code: static const TConstArrayView< [FName](API\Runtime\Core\UObject\FName) > GetArchetypeDebugNames ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle )


code: static const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & GetArchetypeComposition ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle )


code: static void GetArchetypeEntityStats ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, [UE::Mass::Debug::FArchetypeStats](API\Plugins\MassEntity\FArchetypeStats) & OutStats )


className: ActiveEntityManagers

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > > ActiveEntityManagers;


code: static [FString](API\Runtime\Core\Containers\FString) GetArchetypeRequirementCompatibilityDescription ( const [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & Requirements, const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle )


code: static TConstArrayView< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) > > GetEntityManagers()


code: static TConstArrayView< [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) * > GetProcessorQueries ( const [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


code: static TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) > > GetHostedProcessors ( const [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) & GraphOwner )


code: static void GetQueryExecutionRequirements ( const [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query, [FMassExecutionRequirements](API\Plugins\MassEntity\FMassExecutionRequirements) & OutExecutionRequirements )


code: static TConstArrayView< [UMassCompositeProcessor::FDependencyNode](API\Plugins\MassEntity\UMassCompositeProcessor\FDependencyNode) > GetProcessingGraph ( const [UMassCompositeProcessor](API\Plugins\MassEntity\UMassCompositeProcessor) & GraphOwner )


code: static [UE::Mass::Debug::FQueryRequirementsView](API\Plugins\MassEntity\FQueryRequirementsView) GetQueryRequirements ( const [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query )


code: static [FString](API\Runtime\Core\Containers\FString) GetRequirementsDescription ( const [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements) & Requirements )


code: static [FString](API\Runtime\Core\Containers\FString) GetSingleRequirementDescription ( const [FMassFragmentRequirementDescription](API\Plugins\MassEntity\FMassFragmentRequirementDescript-) & Requirement )


description: Fetches all queries registered for given Processor. Note that in order to get up to date informationFMassEntityQuery::CacheArchetypeswill be called on each query

code: static TConstArrayView< [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) * > GetUpToDateProcessorQueries ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Processor )


code: static void OutputArchetypeDescription ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & Archetype )


code: static void OutputEntityDescription ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, const int32 EntityIndex, const TCHAR * InPrefix )


code: static void OutputEntityDescription ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const TCHAR * InPrefix )


code: static void RegisterEntityManager ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


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


code: static void UnregisterEntityManager ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager )


className: FMassDebugger

code: struct FMassDebugger


className: FMassDeferredChangeCompositionCommand


code: void Add ( [FExecFunction](API\Plugins\MassEntity\FMassDeferredCommand\FExecFunction) && ExecFunction )


code: void Add ( const [FExecFunction](API\Plugins\MassEntity\FMassDeferredCommand\FExecFunction) & ExecFunction )


code: virtual void Execute ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & System ) const


code: virtual SIZE_T GetAllocatedSize() const


className: FMassDeferredCommand

code: template<[EMassCommandOperationType](API\Plugins\MassEntity\EMassCommandOperationType) OpType> struct FMassDeferredCommand : public [FMassBatchedCommand](API\Plugins\MassEntity\FMassBatchedCommand)

DeferredFunctions

type: TArray<FExecFu...


code: virtual int32 GetNumOperationsStat() const


description: Allows the entity handle to be shared anonymously.

code: uint64 AsNumber() const


description: Reconstruct the entity handle from an anonymously shared integer.

code: static [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) FromNumber ( uint64 Value )


description: Note that this function is merely checking ifIndexand SerialNumber are set. There's no way to validate if these indicate a valid entity in an EntitySubsystem without asking the system.

code: bool IsSet() const


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


description: Has meaning only for sorting purposes

code: bool operator< ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Other ) const


code: bool operator!= ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Other ) const


code: FMassEntityHandle ( const int32 InIndex, const int32 InSerialNumber )


description: Adds fragments and tags indicated by InOutDescriptor to the Entity. The function also figures out which elements in InOutDescriptor are missing from the current composition of the given entity and then returns the resulting delta via InOutDescriptor.

code: void AddCompositionToEntity_GetDelta ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & InOutDescriptor )


className: FMassEntityHandle

description: A handle to a lightweight entity. An entity is used in conjunction with theFMassEntityManagerfor the current world and can contain lightweight fragments.


code: void AddFragmentInstanceListToEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > FragmentInstanceList )


description: It's caller's responsibility to ensure Entity's and FragmentList's validity.

code: void AddFragmentListToEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FragmentList )


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

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


code: void AddTagToEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TagType )


code: void BatchAddFragmentInstancesForEntities ( TConstArrayView< [FMassArchetypeEntityCollectionWithPayload](API\Plugins\MassEntity\FMassArchetypeEntityCollectionWi-) > EntityCollections, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & FragmentsAffected )


code: void BatchBuildEntities ( const [FMassArchetypeEntityCollectionWithPayload](API\Plugins\MassEntity\FMassArchetypeEntityCollectionWi-) & EncodedEntitiesWithPayload, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & FragmentsAffected, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description: Public name, available to the world. Names are stored as a combination of an index into a table of unique strings and an instance number. Names are case-insensitive, but case-preserving (when WITH_CASE_PRESERVING_NAME is 1)

code: void BatchBuildEntities ( const [FMassArchetypeEntityCollectionWithPayload](API\Plugins\MassEntity\FMassArchetypeEntityCollectionWi-) & EncodedEntitiesWithPayload, [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) && Composition, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


code: void BatchChangeFragmentCompositionForEntities ( TConstArrayView< [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) > EntityCollections, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & FragmentsToAdd, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & FragmentsToRemove )


code: void AddFragmentToEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType )


code: void BatchChangeTagsForEntities ( TConstArrayView< [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) > EntityCollections, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagsToAdd, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & TagsToRemove )


description:
A version of CreateEntity that's creating a number of entities (Count) in one go
a creation context that will notify all the interested observers about newly created fragments once the context is released

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEntityCreationContext](API\Plugins\MassEntity\FMassEntityManager\FEntityCreationContext) > BatchCreateEntities ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, const int32 Count, [TArray](API\Runtime\Core\Containers\TArray)< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > & OutEntities )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEntityCreationContext](API\Plugins\MassEntity\FMassEntityManager\FEntityCreationContext) > BatchCreateEntities ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues, const int32 Count, [TArray](API\Runtime\Core\Containers\TArray)< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > & OutEntities )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEntityCreationContext](API\Plugins\MassEntity\FMassEntityManager\FEntityCreationContext) > BatchCreateReservedEntities ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > OutEntities )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEntityCreationContext](API\Plugins\MassEntity\FMassEntityManager\FEntityCreationContext) > BatchCreateReservedEntities ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues, TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > ReservedEntities )


description: Destroys all the entity in the provided array of entities

code: void BatchDestroyEntities ( TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > InEntities )


code: void BatchDestroyEntityChunks ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & Collection )


description: Copies values from FragmentInstanceList over to fragments of given entities collection. The caller is responsible for ensuring that the given entity archetype (FMassArchetypeEntityCollection.Archetype) does have given fragments. Failing this assumption will cause a check-fail.

code: static void BatchSetEntityFragmentsValues ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & SparseEntities, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > FragmentInstanceList )


description: Builds an entity for it to be ready to be used by the subsystem

code: void BuildEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues )


code: void BuildEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > FragmentInstanceList, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues )


description: Asserts that IsEntityBuilt.

code: void CheckIfEntityIsActive ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


description: Asserts that IsEntityValid.

code: void CheckIfEntityIsValid ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


description: A special, relaxed but slower version of CreateArchetype functions that allows FragmentAngTagsList to contain both fragments and tags.

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) CreateArchetype ( TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FragmentsAndTagsList, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description:
CreateArchetype from a composition descriptor and initial values
a handle of a new archetype

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) CreateArchetype ( const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & Composition, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description: A special, relaxed but slower version of CreateArchetype functions that allows FragmentAngTagsList to contain both fragments and tags. This version takes an original archetype and copies it layout, then appends any fragments and tags from the provided list if they're not already in the original archetype.

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) CreateArchetype ( [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) SourceArchetype, TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FragmentsAndTagsList, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description:
it's caller's responsibility to ensure that NewFragmentList is not empty and contains only fragment types that SourceArchetype doesn't already have. If the caller cannot guarantee it use of AddFragment functions family is recommended.
a handle of a new archetype

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) CreateArchetype ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FMassArchetypeData > & SourceArchetype, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & InFragments, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description: Creates fully built entity ready to be used by the subsystemFMassEntityHandleid of the newly created entity

code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) CreateEntity ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues )


code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) CreateEntity ( TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > FragmentInstanceList, const [FMassArchetypeSharedFragmentValues](API\Plugins\MassEntity\FMassArchetypeSharedFragmentValu-) & SharedFragmentValues, const [FName](API\Runtime\Core\UObject\FName) ArchetypeDebugName )


description: Creates and initializes aFMassExecutionContextinstance.

code: [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) CreateExecutionContext ( const float DeltaSeconds )


code: int32 DebugGetArchetypeEntitiesCount ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & Archetype ) const


code: int32 DebugGetArchetypeEntitiesCountPerChunk ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & Archetype ) const


code: void DebugGetArchetypeFragmentTypes ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & Archetype, [TArray](API\Runtime\Core\Containers\TArray)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & InOutFragmentList ) const


code: int32 DebugGetArchetypesCount() const


code: void DebugGetArchetypesStringDetails ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, const bool bIncludeEmpty ) const


code: int32 DebugGetEntityCount() const


code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) DebugGetEntityIndexHandle ( const int32 EntityIndex ) const


code: void DebugPrintArchetypes ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, const bool bIncludeEmpty ) const


code: [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) & Defer() const


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


code: void DebugGetArchetypeStrings ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & Archetype, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFragmentNames, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutTagNames )


description: Destroys a fully built entity, use ReleaseReservedEntity if entity was not yet built.

code: void DestroyEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Go through all archetypes and compact entities

code: void DoEntityCompaction ( const double TimeAllowed )


code: const FMassArchetypeEntityCollection & GetEntityCollection&40;&41; const


code: FEntityCreationContext &40; const int32 InNumSpawned &41;


code: void FlushCommands ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) > & InCommandBuffer )


className: FEntityCreationContext

description: A dedicated structure for ensuring the "on entities creation" observers get notified only once all other initialization operations are done and this creation context instance gets released.

code: struct FEntityCreationContext


className: FOnNewArchetypeDelegate

code: typedef TMulticastDelegate_OneParam< void, const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & > FOnNewArchetypeDelegate


description: Method to iterate on all the fragment types of an archetype

code: static void ForEachArchetypeFragmentType ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *)> Function )


code: template<typename T> void ForEachSharedFragment ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(T &) > ExecuteFunction )


code: FScopedProcessing &40; std::atomic< int32 > & InProcessingScopeCount &41;


code: const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & GetArchetypeComposition ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle ) const


code: uint32 GetArchetypeDataVersion() const


className: FScopedProcessing

code: struct FScopedProcessing


description: Fetches the archetype for a given Entity. If Entity is not valid it will still return a handle, just with an invalid archetype

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) GetArchetypeForEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


code: template<typename FragmentType> FragmentType & GetFragmentDataChecked ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


code: template<typename FragmentType> FragmentType * GetFragmentDataPtr ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


code: [FStructView](API\Plugins\StructUtils\FStructView) GetFragmentDataStruct ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType ) const


code: template<typename T> [FConstSharedStruct](API\Plugins\StructUtils\FConstSharedStruct) & GetOrCreateConstSharedFragment ( const T & Fragment )


description: Shared fragment creation methods

code: template<typename T> [FConstSharedStruct](API\Plugins\StructUtils\FConstSharedStruct) & GetOrCreateConstSharedFragmentByHash ( const uint32 Hash, const T & Fragment )


code: template<typename T, typename... TArgs> [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) & GetOrCreateSharedFragmentByHash ( const uint32 Hash, TArgs &&... InArgs )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOwner() const


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

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


description: Fetches the archetype for a given Entity. Note that it's callers responsibility the given Entity handle is valid. If you can't ensure that call GetArchetypeForEntity.

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) GetArchetypeForEntityUnsafe ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


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


code: void GetValidArchetypes ( const [FMassEntityQuery](API\Plugins\MassEntity\FMassEntityQuery) & Query, [TArray](API\Runtime\Core\Containers\TArray)< [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) > & OutValidArchetypes, const uint32 FromArchetypeDataVersion ) const


description: that it's ok for a given EntityManager to not have an owner or the owner not being part of aUWorld, depending on the use case

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


code: void InternalAppendFragmentsAndTagsToArchetypeCompositionDescriptor ( [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & InOutComposition, TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FragmentsAndTagsList ) const


description: A "similar" archetype is an archetype exactly the same as SourceArchetype except for one composition aspect like Fragments or "Tags"

code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) InternalCreateSimilarArchetype ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FMassArchetypeData > & SourceArchetype, const [FMassFragmentBitSet](API\Plugins\MassEntity\FMassFragmentBitSet) & OverrideFragments )


code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) InternalCreateSimilarArchetype ( const FMassArchetypeData & SourceArchetypeRef, [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) && NewComposition )


className: InvalidEntity

code: static const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) InvalidEntity;


description: Returns true if Entity is has been fully built (expecting a valid Entity)

code: bool IsEntityBuilt ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


description: Return true if it is an valid built entity.

code: bool IsEntityActive ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


description: Returns true if Entity is valid.

code: bool IsEntityValid ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity ) const


code: [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) InternalCreateSimilarArchetype ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FMassArchetypeData > & SourceArchetype, const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & OverrideTags )


description: Moves an entity over to a new archetype by copying over fragments common to both archetypes

code: void MoveEntityToAnotherArchetype ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) NewArchetypeHandle )


description: Indicates whether there are processors out there performing operations on this instance of MassEntityManager. Used to ensure that mutating operations (like entity destruction) are not performed while processors are running, which rely on the assumption that the data layout doesn't change during calculations.

code: bool IsProcessing() const


className: NumReservedEntities

description: Index0 is reserved so we can treat that index as an invalid entity handle.

code: static constexpr int32 NumReservedEntities = 1;


code: void RemoveCompositionFromEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [FMassArchetypeCompositionDescriptor](API\Plugins\MassEntity\FMassArchetypeCompositionDescrip-) & InDescriptor )


description: Releases a previously reserved entity that was not yet built, otherwise call DestroyEntity

code: void ReleaseReservedEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


code: void RemoveFragmentFromEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType )


code: void RemoveFragmentListFromEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FragmentList )


code: void RemoveTagFromEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TagType )


description: Reserves an entity in the subsystem, the entity is still not ready to be used by the subsystem, need to callBuildEntity()FMassEntityHandleid of the reserved entity


code: void SetDebugName ( const [FString](API\Runtime\Core\Containers\FString) & NewDebugGame )


description: Copies values from FragmentInstanceList over to Entity's fragment. Caller is responsible for ensuring that the given entity does have given fragments. Failing this assumption will cause a check-fail.

code: void SetEntityFragmentsValues ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > FragmentInstanceList )


code: FMassEntityManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


code: void SwapTagsForEntity ( [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FromFragmentType, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ToFragmentType )


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


className: FMassEntityManager

description: FMassCommandBufferfor more details.

code: struct FMassEntityManager : public [TSharedFromThis< FMassEntityManager >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

FMassDebugger

type: friend


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

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


className: FMassEntityObserverClassesMap

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


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


description: Will gather all archetypes from InEntityManager matching this->Requirements. Note that no work will be done if the cached data is up to date (as tracked by EntitySubsystemHash and ArchetypeDataVersion properties).

code: void CacheArchetypes ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager )


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


description: Runs ExecuteFunction on all entities matching Requirements

code: void ForEachEntityChunk ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & ExecutionContext, const [FMassExecuteFunction](API\Plugins\MassEntity\FMassExecuteFunction) & ExecuteFunction )


description: Will first verify that the archetype given with Collection matches the query's requirements, and if so will run the other, more generic ForEachEntityChunk implementation

code: void ForEachEntityChunk ( const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & Collection, [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntitySubsystem, [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & ExecutionContext, const [FMassExecuteFunction](API\Plugins\MassEntity\FMassExecuteFunction) & ExecuteFunction )


description:
Goes through ValidArchetypes and sums up the number of entities contained in them. Note that the function is not const because calling it can result in re-caching of ValidArchetypes
the number of entities this given query would process if called "now"

code: int32 GetNumMatchingEntities ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) > & GetArchetypes() const


description: If ArchetypeHandle is among ValidArchetypes then the function retrieves requirements mapping cached for it, otherwise an empty mapping will be returned (and the requirements binding will be done the slow way).

code: const [FMassQueryRequirementIndicesMapping](API\Plugins\MassEntity\FMassQueryRequirementIndicesMapp-) & GetRequirementsMappingForArchetype ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) ArchetypeHandle ) const


description:
Checks if any of ValidArchetypes has any entities. Note that the function is not const because calling it can result in re-caching of ValidArchetypes
"true" if any of the ValidArchetypes has any entities, "false" otherwise

code: bool HasMatchingEntities ( [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & InEntityManager )


code: void RegisterWithProcessor ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Owner )


code: void RequireMutatingWorldAccess()


description: Sets a chunk filter condition that will applied to each chunk of all valid archetypes. Note that this condition won't be applied when a specific entity colleciton is used (viaFMassArchetypeEntityCollection) The value returned by InFunction controls whether to allow execution (true) or block it (false).

code: void SetChunkFilter ( const [FMassChunkConditionFunction](API\Plugins\MassEntity\FMassChunkConditionFunction) & InFunction )


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


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


code: FMassEntityQuery ( [UMassProcessor](API\Plugins\MassEntity\UMassProcessor) & Owner )


className: FMassEntityQuery

description: A query to be considered valid needs declared at least oneEMassFragmentPresence::All,EMassFragmentPresence::AnyEMassFragmentPresence::Optionalfragment requirement.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassEntityQuery : public [FMassFragmentRequirements](API\Plugins\MassEntity\FMassFragmentRequirements), public [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements)


description: Will fail a check if the viewed entity doesn't have the given const shared fragment

code: template<typename T> const T & GetConstSharedFragmentData() const


code: [FConstStructView](API\Plugins\StructUtils\FConstStructView) GetConstSharedFragmentDataStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType ) const


description: If the viewed entity doesn't have the given const shared fragment the function will return null

code: template<typename T> const T * GetConstSharedFragmentDataPtr() const


code: const void * GetConstSharedFragmentPtrChecked ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


description: Will fail a check if the viewed entity doesn't have the given fragment

code: template<typename T> T & GetFragmentData() const


description: If the viewed entity doesn't have the given fragment the function will return null

code: template<typename T> T * GetFragmentDataPtr() const


code: void * GetFragmentPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


code: [FStructView](API\Plugins\StructUtils\FStructView) GetFragmentDataStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType ) const


code: const void * GetConstSharedFragmentPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


code: void * GetFragmentPtrChecked ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


description: Will fail a check if the viewed entity doesn't have the given shared fragment

code: template<typename T> T & GetSharedFragmentData() const


description: If the viewed entity doesn't have the given shared fragment the function will return null

code: template<typename T> T * GetSharedFragmentDataPtr() const


code: void * GetSharedFragmentPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


code: template<typename T> bool HasTag() const


code: void * GetSharedFragmentPtrChecked ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & FragmentType ) const


code: bool HasTag ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & TagType ) const


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


description: Resolves Entity against ArchetypeHandle. Note that this approach requires the caller to ensure that Entity indeed belongs to ArchetypeHandle. If not the call will fail a check. As a remedy calling the FMassEntityManager-flavored constructor is recommended since it will first find the appropriate archetype for Entity.

code: FMassEntityView ( const [FMassArchetypeHandle](API\Plugins\MassEntity\FMassArchetypeHandle) & ArchetypeHandle, [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


description: Finds the archetype Entity belongs to and then resolves against it. The caller is responsible for ensuring that the given Entity is in fact a valid ID tied to any of the archetypes

code: FMassEntityView ( const [FMassEntityManager](API\Plugins\MassEntity\FMassEntityManager) & EntityManager, [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )


className: FMassEntityView

description: The type representing a single entity in a single archetype. It's of a very transient nature so we guarantee it's validity only within the scope it has been created in. Don't store it.


className: FMassExecuteFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) &) > FMassExecuteFunction


description: Processes SubsystemRequirements to fetch and cache all the indicated subsystems. If aUWorldis required to fetch a specific subsystem then the one associated with the stored EntityManager will be used.true_ if all required subsystems have been found,false_ otherwise.

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


description: Deprecated* This version of CacheSubsystemRequirements is deprecated. Use the one without theUWorldparameter

code: bool CacheSubsystemRequirements ( const [UWorld](API\Runtime\Engine\Engine\UWorld) *, const [FMassSubsystemRequirements](API\Plugins\MassEntity\FMassSubsystemRequirements) & SubsystemRequirements )


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


code: void DebugSetExecutionDesc ( const [FString](API\Runtime\Core\Containers\FString) & Description )


code: template<typename T> bool DoesArchetypeHaveTag() const


code: [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) & Defer() const


className: FChunkFragmentView

code: typedef TFragmentView< [FStructView](API\Plugins\StructUtils\FStructView) > FChunkFragmentView


className: FConstSharedFragmentView

code: typedef TFragmentView< [FConstStructView](API\Plugins\StructUtils\FConstStructView) > FConstSharedFragmentView


className: FFragmentView

code: typedef TFragmentView< [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMassFragment](API\Plugins\MassEntity\FMassFragment) >> FFragmentView


className: FSharedFragmentView

code: typedef TFragmentView< [FStructView](API\Plugins\StructUtils\FStructView) > FSharedFragmentView


code: template<typename T> const T & GetChunkFragment() const


code: const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & GetAuxData() const


code: template<typename T> const T & GetConstSharedFragment() const


description: Shared fragment related operations

code: template<typename T> const T * GetConstSharedFragmentPtr() const


code: float GetDeltaTimeSeconds() const


code: template<typename T> const T * GetChunkFragmentPtr() const


code: TConstArrayView< [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) > GetEntities() const


description: Sparse chunk related operation

code: const [FMassArchetypeEntityCollection](API\Plugins\MassEntity\FMassArchetypeEntityCollection) & GetEntityCollection() const


code: [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) GetEntity ( const int32 Index ) const


code: template<typename TFragment> TConstArrayView< TFragment > GetFragmentView() const


code: TConstArrayView< [FMassFragment](API\Plugins\MassEntity\FMassFragment) > GetFragmentView ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType ) const


code: template<typename T> T & GetMutableChunkFragment()


code: template<typename T> T * GetMutableChunkFragmentPtr()


description: Fragments related operations

code: template<typename TFragment> [TArrayView](API\Runtime\Core\Containers\TArrayView)< TFragment > GetMutableFragmentView()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMassFragment](API\Plugins\MassEntity\FMassFragment) > GetMutableFragmentView ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * FragmentType )


code: template<typename T> T & GetMutableSharedFragment()


code: template<typename T> T * GetMutableSharedFragmentPtr()


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


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


description: Deprecated* The Get*Subsystem(World) functions have been deprecated. Use the world-less flavor.

code: template<typename T> T * GetMutableSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


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


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


code: template<typename T> T & GetMutableSubsystemChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) > GetSharedDeferredCommandBuffer() const


code: template<typename T> const T & GetSharedFragment() const


code: template<typename T> const T * GetSharedFragmentPtr() const


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


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


code: template<typename T> const T * GetSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


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


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


code: template<typename T> const T & GetSubsystemChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


code: void SetCurrentArchetypesTagBitSet ( const [FMassTagBitSet](API\Plugins\MassEntity\FMassTagBitSet) & BitSet )


code: void SetAuxData ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InAuxData )


code: void SetDeferredCommandBuffer ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMassCommandBuffer](API\Plugins\MassEntity\FMassCommandBuffer) > & InDeferredCommandBuffer )