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o3de/Gems/Multiplayer/Code/Source/Pipeline
AMZN-koppersr 1e7ac60949 Reintroduced spawning multiple instances of the same entity
The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
5 years ago
..
NetBindMarkerComponent.cpp Reintroduced spawning multiple instances of the same entity 5 years ago
NetBindMarkerComponent.h Refactored spawning network entities to use SpawnableEntityManager instead of duplicating the code in NetworkEntityManager 5 years ago
NetworkPrefabProcessor.cpp Moved early return case in prefab processing 5 years ago
NetworkPrefabProcessor.h Enabled NetworkPrefabProcessor for Ctrl+G 5 years ago
NetworkSpawnableHolderComponent.cpp Initial Imgui debug display for stats, some hookup between entity replication and the spawnable code to make testing possible 5 years ago
NetworkSpawnableHolderComponent.h Refactored root spawnable instantiation, added selective instantiation of root spawnable entities 5 years ago