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const TSet< TWeakInterfacePtr< ISubjective > > & | GetSubjectives () |
| All of the subjectives currently available and registered. More...
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FAdjectiveInfo & | GetAdjective (const int32 Id) |
| Get subject information by an identifier. More...
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EApparatusStatus | FindBeltsMatchingFingerprint (const struct FFingerprint &Fingerprint, TArray< UBelt * > &OutBelts) |
| Get all of the belts matching a fingerprint. More...
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EApparatusStatus | BootAll () |
| Boot all of the halted subjectives currently present in the Mechanism. More...
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template<typename IterableT , typename ChainT = FChain> |
EApparatusStatus | EnchainIterables (const FFilter &Filter, int32 &OutChainId) |
| Enchain multiple iterables with a filter. More...
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template<typename ChainT = FChain> |
EApparatusStatus | Enchain (const FFilter &Filter, int32 &OutChainId) |
| Enchain multiple iterable sequences based on a filter. More...
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template<typename ChainT = FChain> |
ChainT * | Enchain (const FFilter &Filter, EApparatusStatus &OutStatus) |
| Enchain multiple iterable sequences based on a filter, returning the resulting chain pointer and a status via an argument. More...
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template<typename ChainT = FChain> |
ChainT * | Enchain (const FFilter &Filter) |
| Enchain multiple iterable sequences based on a filter, returning a pointer to the resulting chain. More...
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FSolidChain * | EnchainSolid (const FFilter &Filter) |
| Enchain multiple iterable sequences based on a filter, returning a pointer to a solid chain. More...
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EApparatusStatus | HandleDetailsChange (TScriptInterface< ISubjective > Subjective) |
| Handle the subjective change. More...
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EApparatusStatus | RegisterSubjective (TScriptInterface< ISubjective > Subjective) |
| Register a subjective within the mechanism. More...
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EApparatusStatus | UnregisterSubjective (TScriptInterface< ISubjective > Subjective) |
| Remove a subjective from the mechanism completely. More...
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EApparatusStatus | UnregisterAllSubjectives () |
| Unregister all of the currently registered subjectives. More...
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UBelt * | ObtainMostSpecificBelt (UObject *BeltOwner, TScriptInterface< ISubjective > Subjective) |
| Find or create the most specific belt for a subject. More...
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template<typename ChainT = FChain> |
ChainT & | ObtainChain (const int32 ChainId) const |
| Obtain a chain for a specific identifier. More...
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template<typename ChainT = FChain> |
ChainT & | ObtainChain () const |
| Obtain an unused chain of a specific type. More...
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EApparatusStatus | RegisterMechanical (TScriptInterface< IMechanical > Mechanical) |
| Register a mechanical within the mechanism. More...
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EApparatusStatus | UnregisterMechanical (TScriptInterface< IMechanical > Mechanical) |
| Unregister a mechanical from the mechanism. More...
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EApparatusStatus | UnregisterAllMechanicals () |
| Unregister all of the currently registered mechanicals. More...
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UChunk * | ObtainChunk (const struct FTraitmark &Traitmark, EApparatusStatus &OutStatus, const int32 Capacity=32) |
| Find existing or create a new chunk for a traitmark. More...
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UChunk * | ObtainChunk (const struct FTraitmark &Traitmark, const int32 Capacity=32) |
| Find existing or create a new chunk for a traitmark. More...
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EApparatusStatus | SpawnSubject (struct FSubjectHandle &SubjectHandle) |
| Spawn a new subject within the mechanism. More...
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FSubjectHandle | SpawnSubject () |
| Spawn a new subject within the mechanism, returning the handle to the caller. More...
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template<typename ... Ts> |
FSubjectHandle | SpawnSubject (Ts &&... Traits) |
| Spawn a new subject with traits, returning the handle. More...
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FSubjectHandle | SpawnSubject (UScriptStruct *TraitType, void *TraitData) |
| Spawn a new subject with a typed trait data, returning the handle. More...
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EApparatusStatus | DespawnAllSubjects () |
| Despawn all of the subjects currently available within the mechanism. More...
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EApparatusStatus | Reset () |
| Reset the mechanism completely, unregistering all of the entities and despawning all of the subjects. More...
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bool | IsSolid () |
| Is the mechanism currently in the uniform mode preventing any structural changes to its subjects and subjectives. More...
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void | BeginDestroy () override |
| Destroy the mechanism object. More...
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The scoped state manager.
An instance of UMechanism is created automatically per UWorld (if needed). Subjects(ives) and mechanics reside here.