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UMRIAgentComponent

Abstract base component for all MRI experiment agents (subject pawn, NPCs, etc.).

Syntax

class UMRIAgentComponent : public USceneComponent

Remarks

Attach subclasses of this component to any Actor that should be tracked and visited by the logging system. During BeginPlay, the component marks itself as registered (if bRegisterAgentComponent is true), and during EndPlay it clears the mark. The spectator controller enumerates registered agent components in the world each replay tick.

Use AcceptVisitor to let a visitor (e.g. MRIExperimentState ) read out the current state information for this agent each frame. UCLASS

Inheritance Hierarchy

USceneComponentUMRIAgentComponent

Derived Classes

  • UMRIPlayerAgentComponent

Methods

Method Signature Description Blueprint
AcceptVisitor void UMRIAgentComponent::AcceptVisitor(IMRIAgentComponentVisitor &Visitor) const Accepts a visitor and calls the visitor's Visit method with this component.
BeginPlay void UMRIAgentComponent::BeginPlay() override Called when the game starts.
EndPlay void UMRIAgentComponent::EndPlay(EEndPlayReason::Type EndPlayReason) override Called when the actor is removed from the world.
GetId uint32 UMRIAgentComponent::GetId() const Returns a unique identifier for this component instance derived from its pointer hash.
IsAgentRegistered bool UMRIAgentComponent::IsAgentRegistered() const Returns whether this component is currently marked for inclusion in state logging.
UMRIAgentComponent UMRIAgentComponent::UMRIAgentComponent(const FObjectInitializer &ObjectInitializer) Constructs the component.

Properties

Property Type Description Blueprint
bAgentComponentIsRegistered bool Indicates whether this component is currently registered with the agent registry.
bRegisterAgentComponent bool If true, this component will register itself with the agent registry on BeginPlay.