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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Classes | |
| struct | FMassExecutorDoneTask |
| FORCEINLINE void UE::Mass::Executor::ExecuteProcessors | ( | FMassEntityManager & | EntityManager, |
| TArrayView< UMassProcessor *const > | Processors, | ||
| FMassExecutionContext & | ExecutionContext | ||
| ) |
| MASSENTITY_API void UE::Mass::Executor::Run | ( | FMassRuntimePipeline & | RuntimePipeline, |
| FProcessingContext & | ProcessingContext | ||
| ) |
Executes processors in a given RuntimePipeline
| MASSENTITY_API void UE::Mass::Executor::Run | ( | UMassProcessor & | Processor, |
| FProcessingContext & | ProcessingContext | ||
| ) |
Executes given Processor. Used mainly for triggering calculations via MassCompositeProcessors, e.g processing phases
| MASSENTITY_API void UE::Mass::Executor::RunProcessorsView | ( | TArrayView< UMassProcessor *const > | Processors, |
| FProcessingContext & | ProcessingContext, | ||
| const FMassArchetypeEntityCollection * | EntityCollection | ||
| ) |
| MASSENTITY_API void UE::Mass::Executor::RunProcessorsView | ( | TArrayView< UMassProcessor *const > | Processors, |
| FProcessingContext & | ProcessingContext, | ||
| TConstArrayView< FMassArchetypeEntityCollection > | EntityCollections = {} |
||
| ) |
Executes given Processors array view. This function gets called under the hood by the rest of Run* functions
| MASSENTITY_API void UE::Mass::Executor::RunSparse | ( | FMassRuntimePipeline & | RuntimePipeline, |
| FProcessingContext & | ProcessingContext, | ||
| const FMassArchetypeEntityCollection & | EntityCollection | ||
| ) |
Similar to the Run function, but instead of using all the entities hosted by ProcessingContext.EntitySubsystem it is processing only the entities given by SparseEntities input parameter.
| MASSENTITY_API void UE::Mass::Executor::RunSparse | ( | FMassRuntimePipeline & | RuntimePipeline, |
| FProcessingContext & | ProcessingContext, | ||
| FMassArchetypeHandle | Archetype, | ||
| TConstArrayView< FMassEntityHandle > | Entities | ||
| ) |
Similar to the Run function, but instead of using all the entities hosted by ProcessingContext.EntitySubsystem it is processing only the entities given by EntityID via the Entities input parameter. Note that all the entities need to be of Archetype archetype. Under the hood the function converts Archetype-Entities pair to FMassArchetypeEntityCollection and calls the other flavor of RunSparse
| MASSENTITY_API FGraphEventRef UE::Mass::Executor::TriggerParallelTasks | ( | UMassProcessor & | Processor, |
| FProcessingContext && | ProcessingContext, | ||
| TFunction< void()> | OnDoneNotification, | ||
| ENamedThreads::Type | CurrentThread = ENamedThreads::GameThread |
||
| ) |
Triggers tasks executing Processor (and potentially it's children) and returns the task graph event representing the task (the event will be "completed" once all the processors finish running).
| OnDoneNotification | will be called after all the processors are done, just after flushing the command buffer. Note that OnDoneNotification will be executed on GameThread. |
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