Files
UnrealEngine/Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassUpdateISMProcessor.h
2025-05-18 13:04:45 +08:00

43 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassProcessor.h"
#include "MassUpdateISMProcessor.generated.h"
#define UE_API MASSREPRESENTATION_API
class UMassRepresentationSubsystem;
struct FMassInstancedStaticMeshInfo;
UCLASS(MinimalAPI)
class UMassUpdateISMProcessor : public UMassProcessor
{
GENERATED_BODY()
public:
UE_API UMassUpdateISMProcessor();
static UE_API void UpdateISMTransform(FMassEntityHandle EntityHandle, FMassInstancedStaticMeshInfo& ISMInfo, const FTransform& Transform, const FTransform& PrevTransform, const float LODSignificance, const float PrevLODSignificance = -1.0f);
UE_DEPRECATED(5.4, "Deprecated in favor of new version taking FMassEntityHandle parameter instead of int32 to identify the entity. This deprecated function is now defunct.")
static void UpdateISMTransform(int32 EntityId, FMassInstancedStaticMeshInfo& ISMInfo, const FTransform& Transform, const FTransform& PrevTransform, const float LODSignificance, const float PrevLODSignificance = -1.0f) {}
protected:
/** Configure the owned FMassEntityQuery instances to express processor's requirements */
UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
/**
* Execution method for this processor
* @param EntitySubsystem is the system to execute the lambdas on each entity chunk
* @param Context is the execution context to be passed when executing the lambdas */
UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
FMassEntityQuery EntityQuery;
};
#undef UE_API