// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MassProcessor.h" #include "MassStationaryISMSwitcherProcessor.generated.h" #define UE_API MASSREPRESENTATION_API struct FMassExecutionContext; namespace UE::Mass::Signals { const FName SwitchedToActor = FName(TEXT("SwitchedToActor")); const FName SwitchedToISM = FName(TEXT("SwitchedToISM")); } /** * Tag required by UMassStationaryISMSwitcherProcessor to process given archetype. Removing the tag allows to support temporary * disabling of processing for individual entities of given archetype. */ USTRUCT() struct FMassStationaryISMSwitcherProcessorTag : public FMassTag { GENERATED_BODY(); }; /** * This processor's sole responsibility is to process all entities tagged with FMassStaticRepresentationTag * and check if they've switched to or away from EMassRepresentationType::StaticMeshInstance; and acordingly add or remove * the entity from the appropriate FMassInstancedStaticMeshInfoArrayView. */ UCLASS(MinimalAPI) class UMassStationaryISMSwitcherProcessor : public UMassProcessor { GENERATED_BODY() public: UE_API UMassStationaryISMSwitcherProcessor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); static UE_API void ProcessContext(FMassExecutionContext& Context); protected: // UMassProcessor overrides begin UE_API virtual void ConfigureQueries(const TSharedRef& EntityManager) override; // UMassProcessor overrides end // // UMassRepresentationProcessor overrides begin UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override; // UMassRepresentationProcessor overrides end FMassEntityQuery EntityQuery; }; #undef UE_API