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
-
SystemsWorldspublic: 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
-
CanBeRegisteredToSystemsWorldpublic: 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. -
IsRegisteredpublic: bool IsRegistered() const;
Tells if this component is registered to subsystem's systems world.
-
SetRegisteredpublic: void SetRegistered( bool bMode, bool bForced = false );
Registers this component to subsystem's systems worlds listed in
USystemsActorComponent::SystemsWorlds.
Arguments
-
bModebool bModeIf true, component gets registered, otherwise it gets unregistered.
-
bForcedbool bForced = falseForces registration change.
Note
Be careful, when
bModeis true, this will not unregister this component from systems worlds where this component is already registered - this is useful mainly when get called inUActorComponent::BeginPlayto enforce initial registration when internalbRegistergets set to true in editor.
-
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