Structure used when spawning new entities to define their initial state. More...
#include
Public Attributes | |
Vec3 | vPosition = ZERO |
Optional: Initial position of the new entity instance in world space if pParent is not specified, otherwise local. | |
Quat | qRotation = IDENTITY |
Optional: Initial rotation of the new entity instance in world space if pParent is not specified, otherwise local. | |
Vec3 | vScale = Vec3(1.f) |
Optional: Initial scale of the new entity instance in world space if pParent is not specified, otherwise local. | |
const char * | sName = "" |
uint32 | nFlags = 0 |
uint32 | nFlagsExtended = 0 |
IEntity * | pParent = nullptr |
SChildAttachParams | attachmentParams |
Used when pParent is specified, same behavior as pParent->AttachChild(this, attachmentParams). | |
IEntityClass * | pClass = nullptr |
Optional: Entity class to use, if null we use the default class. | |
EntityId | id = INVALID_ENTITYID |
EntityId | prevId = INVALID_ENTITYID |
Optional: Unique entity identifier used for the previous instance if we are reloading. | |
bool | bStaticEntityId = false |
EntityGUID | guid |
EntityGUID | prevGuid |
Optional: Globally unique identifier used for the previous instance if we are reloading. | |
const char * | sLayerName = "" |
Optional: The name of the layer the entity resides in, used in the Editor. | |
XmlNodeRef | entityNode |
Optional: Reference to entity's xml data, used when loading entities from disk. | |
bool | bIgnoreLock = false |
void * | pUserData = nullptr |
Optional: User data that can be read from IEntitySystemSink to interact with the spawning of entities. | |
TSerialize * | pSpawnSerializer = nullptr |
IScriptTable * | pPropertiesTable = nullptr |
IScriptTable * | pPropertiesInstanceTable = nullptr |
IEntityArchetype * | pArchetype = nullptr |
Structure used when spawning new entities to define their initial state.
bool SEntitySpawnParams::bIgnoreLock = false |
Optional: Whether the spawning of this entity should ignore whether or not IEntitySystem::LockSpawning was called If not provided, the spawning will fail if a lock was put in place
bool SEntitySpawnParams::bStaticEntityId = false |
Optional: Used when id is set to automatically generate (id = INVALID_ENTITYID) to pick identifiers from the static pool instead of being treated as a dynamically spawned entity This is useful for supporting save games compatible with patched levels
EntityGUID SEntitySpawnParams::guid |
Optional: Globally unique identifier for this entity instance, this is guaranteed to be unique across sessions and save games assuming that the entity is saved by the entity system If one is not provided, it will be generated by the entity system
uint32 SEntitySpawnParams::nFlags = 0 |
Optional: Default entity flags to assign to the new instance See EEntityFlags
uint32 SEntitySpawnParams::nFlagsExtended = 0 |
Optional: Default extended entity flags to assign to the new instance See EEntityFlagsExtended
IEntity* SEntitySpawnParams::pParent = nullptr |
Optional: Specify the parent of the new entity instance, ensuring that the new instance's coordinates are in relation to its parent Note that setting this will indicate that vPosition, qRotation and vScale should be provided in local space
TSerialize* SEntitySpawnParams::pSpawnSerializer = nullptr |
Set by networking when an entity is being spawned on a client as requested by the server This can be used by custom entity classes to deserialize data specified by the host via IEntity::GetSerializableNetworkSpawnInfo. Used internally to automatically call IEntityComponent::NetReplicateSerialize.
const char* SEntitySpawnParams::sName = "" |
Optional: Name of the new entity instance Does not have to be unique!