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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassEntityQuery.h"
#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);
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