Class: USystemsActorComponent

class SYSTEMS_API USystemsActorComponent
    : public UActorComponent;

Reflection-enabled

Specifiers:

  • BlueprintType
  • Blueprintable
  • Abstract

Meta Specifiers:

  • BlueprintSpawnableComponent

Base class for systems actor components.

Architecture book page explains more in depth actor components relation with systems world but in a brief: they are data stored in game world actors. You should inherit from this class any new component class that should get automatically registered to and unregistered from globally accessible systems worlds in USystemsSubsystem and then can be queried using USystemsWorld::Query. You can of course not inherit components from this class and manually register or unregister this component at will to any systems world if you want to make it available from custom or just non-globally accessible systems world, this class is useful only for automation of registering/unregistering components.


Properties

  • SystemsWorlds

    public:
    TSet<FName> SystemsWorlds;
    

    Reflection-enabled

    Specifiers:

    • EditAnywhere
    • Category = Systems|Component|Actor

    List of subsystem's systems worlds where this component should be registered.

    If list is empty, it means this component will be added to every registered systems world.


Methods

  • CanBeRegisteredToSystemsWorld

    public:
    virtual bool CanBeRegisteredToSystemsWorld() const;
    

    Tells if given component can be automatically registered into systems worlds.

    Useful to override when component has to meet certain conditions to get considered for automatic registration, conditions such as for example being owned by server game instance, or actor being a pawn.

    By default this method always returns true.

  • IsRegistered

    public:
    bool IsRegistered() const;
    

    Tells if this component is registered to subsystem's systems world.

  • SetRegistered

    public:
    void SetRegistered(
        bool bMode,
        bool bForced = false
    );
    

    Registers this component to subsystem's systems worlds listed in USystemsActorComponent::SystemsWorlds.


    Arguments

    • bMode

      bool bMode
      

      If true, component gets registered, otherwise it gets unregistered.

    • bForced

      bool bForced = false
      

      Forces registration change.

      Note

      Be careful, when bMode is true, this will not unregister this component from systems worlds where this component is already registered - this is useful mainly when get called in UActorComponent::BeginPlay to enforce initial registration when internal bRegister gets set to true in editor.


Documentation built with Unreal-Doc v1.0.8 tool by PsichiX