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Nelaric Unreal Gameplay
Gameplay framework API
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Coordinates registered initialization participants in one world. More...
#include <InitStateWorldSubsystem.h>
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. | |
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.
| 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.
| Owner | Actor whose required participants are checked. |
| 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.
| Component | Component owned by the configured actor. |
| ComponentId | Stable ID unique on that actor. |
| bRequiredForPawnReady | Whether pawn readiness includes this member. |
| Dependencies | Components required to reach Ready. |
| 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.
| Configurations | Entries resolved against local actor components. |
| GAMEPLAYRUNTIME_API bool UInitStateWorldSubsystem::IsParticipantReady | ( | UActorComponent * | Component | ) | const |
Checks a configured participant's current Ready state.
| Component | Component supplied by its owning initialization manager. |
| GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::NotifyParticipantChanged | ( | UActorComponent * | Component, |
| const Nelaric::FInitStateSnapshot & | Previous ) |
Reports a component-owned state or generation change.
| Component | Changed registered component. |
| Previous | Snapshot captured before the component changed. |
| GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::RegisterParticipant | ( | UActorComponent * | Component | ) |
Registers a reflected participant and attempts progress.
| Component | Component in this world; does not transfer ownership. |
| GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::RequestParticipantRefresh | ( | UActorComponent * | Component | ) |
Rechecks a registered participant after its context changes.
Call when a declared dependency reference becomes available.
| Component | Registered component requesting another progress pass. |
| GAMEPLAYRUNTIME_API void UInitStateWorldSubsystem::UnregisterParticipant | ( | UActorComponent * | Component | ) |
Removes a participant before it leaves the world.
| Component | Component that was previously registered. |