ALimenGameplayActor
Overview
ALimenGameplayActor is an abstract base class designed to be extended by specific gameplay-related actors. It manages the actor's state (e.g., collision and visibility) based on its gameplay state, which can be InGameplayCollisionEnabled, InGameplayCollisionDisabled, or OutOfGameplay. The class supports replication for networked games, allowing changes in gameplay state to be synchronized across clients.
Properties
Type | Name | Access | Description |
|---|---|---|---|
ELimenGameplayActorState | GameplayState | Private | The current gameplay state of the actor (Replicated). |
Functions
Return Type | Signature | Description |
|---|---|---|
void | RemoveFromGameplay() | Removes the actor from gameplay by disabling its key functionalities. |
void | AddToGameplay(const bool bEnableCollision = true) | Adds the actor back into gameplay by enabling its key functionalities (optionally with collision). |
bool | IsRemovedFromGameplay() const | Checks whether the actor is marked as removed from gameplay. |
ELimenGameplayActorState | GetGameplayState() const | Returns the current gameplay state of the actor. |
Usage & Implementation Notes
Replication: The
GameplayStateproperty is replicated to ensure that changes in gameplay state are synchronized across clients.Threading Constraints: This class does not have specific threading constraints as it relies on Unreal Engine's default threading model for replication and game logic.
Memory Lifetime Management: The actor's memory lifetime is managed by Unreal Engine's garbage collection system.