UGantryAutomaticReceivers
Registers actors of the classes listed in Project Settings > Plugins > Gantry Experience > Automatic Receiver Classes with the Game Framework Component Manager as they appear in a game world (spawned, placed in the level, or arriving with a streamed level), and unregisters them as they go.
A game feature's Add Components action then reaches actors whose code never asked for it: a game opens up its characters, vehicles or pickups to its game features (its own, a DLC pack's, or a mod's) by listing them, without touching their code.
- Inherits
UWorldSubsystem
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Classes | TArray<TObjectPtr<UObject> > | The listed classes, loaded. |
Functions
IsRegistered
Whether an actor was registered by this subsystem.
| Pin | Type | Direction | Description |
|---|---|---|---|
Actor | AActor* | in | The actor. |
| Return Value | bool | out | True when it was. |
C++
Public C++ members that Blueprint does not see.
ShouldCreateSubsystem
virtual bool
Only game worlds, and only when the settings list a class.
Initialize
virtual void
Reads the listed classes and starts watching for actors.
Deinitialize
virtual void
Stops watching and unregisters every actor it registered.
OnWorldBeginPlay
virtual void
Registers the actors already in the world once play begins.