Base types
Base struct types to inherit from.
FMassFragment
FMassTag
FMassConstSharedFragment
FMassChunkFragment
FMassSharedFragment
Core
FTransformFragment
Simply holds a transform variable.
FObjectWrapperFragment
This is a common type for all the wrappers pointing at UObjects used to copy data from them or set data based on Mass simulation.
Agent
FAgentRadiusFragment
Simply holds a radius variable.
Movement
FMassVelocityFragment
This represents the actual physical velocity of the mass entity in the world. For agents with an actor representation, this is the velocity of the movement component.
FMassDesiredMovementFragment
This is the output of all processors that intend to affect movement. It is the input to the movement system (e.g. mover, animation etc.)
FMassForceFragment
Accumulator for steering / avoidance forces to apply to the desired velocity.
FMassMovementParameters
Parameters describing how this mass agent should move.
FMassCodeDrivenMovementTag
The presence of this tag indicates that this mass agent’s velocity should be controlled by the FMassDesiredMovementFragment.
For code driven displacement, we want the desired velocity to affect the velocity directly, which is then applied to the character mover.
For e.g. Root Motion driven displacement, we just need to pipe the DesiredVelocity to the animation system and let it do the test.