◆ AddToPool()
| void UMortarResourceManager::AddToPool |
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class AActor * |
ActorToAdd, |
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TSubclassOf< AActor > |
SubClass |
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) |
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◆ Initialize()
| virtual void UMortarResourceManager::Initialize |
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FSubsystemCollectionBase & |
Collection | ) |
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privatevirtual |
◆ InitializeResourceManagement()
| void UMortarResourceManager::InitializeResourceManagement |
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Event Called on Initializing subsystem which will be handled in blueprint The Blueprint should specify the actors and the number of maximum actors that can be spawned
◆ RemoveFromPool()
| bool UMortarResourceManager::RemoveFromPool |
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class AActor * |
ActorToRemove, |
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TSubclassOf< AActor > |
SubClass |
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) |
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◆ SetResourceCount()
| void UMortarResourceManager::SetResourceCount |
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const TMap< TSubclassOf< class AActor >, int32 > & |
ResourceCount | ) |
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private |
◆ ShouldCreateSubsystem()
| virtual bool UMortarResourceManager::ShouldCreateSubsystem |
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UObject * |
Outer | ) |
const |
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inlineprivatevirtual |
◆ ArrayProtectorMutex
| FCriticalSection UMortarResourceManager::ArrayProtectorMutex |
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private |
Mutex for protecting TArray
◆ MaxOneTimeDelete
| int32 UMortarResourceManager::MaxOneTimeDelete |
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private |
Max No of Actors To destory when limit exceeds. By Default 10
◆ PerResourceCount
| TMap<TSubclassOf<class AActor>, int32> UMortarResourceManager::PerResourceCount |
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private |
Map Containing Per Resource Max Count
◆ ResourcePool
| TMap<TSubclassOf<AActor>, TArray<AActor*> > UMortarResourceManager::ResourcePool |
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private |
Map Containing Tarray of Actors For each type of actor Specified This is a pool Which stores all the actors used
The documentation for this class was generated from the following file: