how to enable the build in UMassRepresentationProcessor, properly
which fragments do i have to register on my archtype?
a minimalistic, working example would be great
Then in your code, get the entity manager, get a command buffer, you’ll have to post the request to spawn. I would NOT advise building all the template items in code, use the data asset pipeline.
///
/// Spawns one Mass entity at this actor’s transform, respecting the
/// configured maximum spawn count and using the configured Mass entity
/// configuration asset.
///
void AMassSpawner_OneOffsWithCap::SpawnAtSelf()
{
// Respect maximum spawn count if configured.
if (m_nMaxSpawnCount > 0 && m_nCurrentCounter >= m_nMaxSpawnCount)
{
return;
}
yea its a bit more complicated…
i have x solarsystems with y celestial bodies.
i want to simulate all populated systems.
but only render the current system i visite.
so i have to tell mass im in this system atm spawn or despawn actors.
i would also prefere not using a massentityconfig for some reason, but can live with it.
what i dont get is how to use the UMassVisualisationProcessor “PipeLine” eveen deep seek with
search function tells me its not good documented at all
Yes, so what i pasted runs on an Actor, if you have a bounding <w/e> or a way to know when an actor should be activated; i call that from an Actor. You can call that at anytime when running / in a world; it injects into mass the spawned entities you requested from a template.
This is a very basic ‘xp pickup’ entity config i have. You could create these same in code if you wanted to not go the entity config route.