Nelaric Unreal Gameplay
Gameplay framework API
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UInitStateWorldSubsystem Class Reference

Coordinates registered initialization participants in one world. More...

#include <InitStateWorldSubsystem.h>

Inheritance diagram for UInitStateWorldSubsystem:

Public Member Functions

GAMEPLAYRUNTIME_API void RegisterParticipant (UActorComponent *Component)
 Registers a reflected participant and attempts progress.
GAMEPLAYRUNTIME_API void UnregisterParticipant (UActorComponent *Component)
 Removes a participant before it leaves the world.
GAMEPLAYRUNTIME_API void NotifyParticipantChanged (UActorComponent *Component, const Nelaric::FInitStateSnapshot &Previous)
 Reports a component-owned state or generation change.
GAMEPLAYRUNTIME_API void RequestParticipantRefresh (UActorComponent *Component)
 Rechecks a registered participant after its context changes.
GAMEPLAYRUNTIME_API bool ConfigureParticipant (UActorComponent *Component, FName ComponentId, bool bRequiredForPawnReady, const TArray< UActorComponent * > &Dependencies)
 Installs the manager's immutable configuration for a component.
GAMEPLAYRUNTIME_API bool ConfigureParticipants (const TArray< Nelaric::FInitParticipantConfiguration > &Configurations)
 Installs a resolved local dependency graph in one update.
GAMEPLAYRUNTIME_API bool AreRequiredParticipantsReady (const AActor *Owner) const
 Checks the configured required participants of an actor.
GAMEPLAYRUNTIME_API bool IsParticipantReady (UActorComponent *Component) const
 Checks a configured participant's current Ready state.

Detailed Description

Coordinates registered initialization participants in one world.

Unreal owns the subsystem for the world lifetime. Components own all state; this service keeps only weak registrations. Call on the game thread. A participant must register and unregister with its component.

Member Function Documentation

◆ AreRequiredParticipantsReady()

GAMEPLAYRUNTIME_API bool UInitStateWorldSubsystem::AreRequiredParticipantsReady ( const AActor * Owner) const

Checks the configured required participants of an actor.

Call on the game thread after configuration. Missing or failed required participants prevent readiness.

Parameters
OwnerActor whose required participants are checked.
Returns
Whether all required participants have reached Ready.

◆ ConfigureParticipant()

GAMEPLAYRUNTIME_API bool UInitStateWorldSubsystem::ConfigureParticipant ( UActorComponent * Component,
FName ComponentId,
bool bRequiredForPawnReady,
const TArray< UActorComponent * > & Dependencies )

Installs the manager's immutable configuration for a component.

Call on the game thread before registering any configured component. Dependency references do not transfer ownership.

Parameters
ComponentComponent owned by the configured actor.
ComponentIdStable ID unique on that actor.
bRequiredForPawnReadyWhether pawn readiness includes this member.
DependenciesComponents required to reach Ready.
Returns
Whether the participant was accepted without an ID collision.

◆ ConfigureParticipants()

GAMEPLAYRUNTIME_API bool UInitStateWorldSubsystem::ConfigureParticipants ( const TArray< Nelaric::FInitParticipantConfiguration > & Configurations)

Installs a resolved local dependency graph in one update.

Call on the game thread before registering its components. Cycles form Ready commit groups; other dependencies order Ready.

Parameters
ConfigurationsEntries resolved against local actor components.
Returns
Whether the whole graph was accepted without an ID collision.

◆ IsParticipantReady()

GAMEPLAYRUNTIME_API bool UInitStateWorldSubsystem::IsParticipantReady ( UActorComponent * Component) const

Checks a configured participant's current Ready state.

Parameters
ComponentComponent supplied by its owning initialization manager.
Returns
Whether the participant is registered, applicable, and Ready.

◆ NotifyParticipantChanged()

GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::NotifyParticipantChanged ( UActorComponent * Component,
const Nelaric::FInitStateSnapshot & Previous )

Reports a component-owned state or generation change.

Parameters
ComponentChanged registered component.
PreviousSnapshot captured before the component changed.

◆ RegisterParticipant()

GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::RegisterParticipant ( UActorComponent * Component)

Registers a reflected participant and attempts progress.

Parameters
ComponentComponent in this world; does not transfer ownership.

◆ RequestParticipantRefresh()

GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::RequestParticipantRefresh ( UActorComponent * Component)

Rechecks a registered participant after its context changes.

Call when a declared dependency reference becomes available.

Parameters
ComponentRegistered component requesting another progress pass.

◆ UnregisterParticipant()

GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::UnregisterParticipant ( UActorComponent * Component)

Removes a participant before it leaves the world.

Parameters
ComponentComponent that was previously registered.

The documentation for this class was generated from the following file: