The HierarchyGeComponentDef that gives the prefab
entity its hierarchy component. It has nothing to author: the client fills it from
MemberList.
PrefabEntityTemplate
Inheritance 4 ancestors · 36 siblings
- MapPlaceableBase&0xd738f7c9
- IMapGroup&GameEntityTemplate
- 0x4509678e (removed in patch 16.5)
- 0x671ededf (removed in patch 15.23)
- 0xb43f710e (removed in patch 15.22)
- 0xe4544df (removed in patch 16.20)
- AreaTriggerEntityTemplate
- AttackableEntityTemplate
- BarracksEntityTemplate
- BillboardEntityTemplate
- CharacterMeshEntityTemplate
- DynamicPointLightEntityTemplate
- DynamicSpotlightEntityTemplate
- EnvironmentEntityPrefab (removed in patch 15.21)
- EnvironmentEntityTemplate
- EsportsBannerEntityTemplate
- GameEntityTemplateProxyLink
- GameModeEntityTemplate
- GameplayLocatorTemplate
- GreenEntityTemplate (removed in patch 15.22)
- LightRegionEntityTemplate
- LocatorEntityTemplate
- MapCameraTemplate
- MeshEntityTemplate
- ModesScenarioEntityTemplate
- MonarchLocatorEntityTemplate (removed in patch 16.5)
- NeutralCampEntityTemplate1
- PaintedRegionEntityTemplate
- PlanarReflectorEntityTemplate
- PrefabEntityTemplatecurrent
- RedGreenEntityTemplate (removed in patch 15.22)
- RegionEntityBaseTemplate1
- SequencerEntityTemplate
- SfxEntityTemplate
- ShopEntityTemplate
- SuperwardEntityTemplate
- TeamSpawnPointEntityTemplate
- VfxEntityTemplate
- WorldSpaceUiEntityTemplate
- IMapGroup&GameEntityTemplate
Class Documentation
Edit documentationAn entity template that groups other placed templates into one prefab. The members
are other items of the same MapPlaceableContainer. They do not spawn on their own: they
spawn as children of the prefab entity.
Load. When the template loads, the client hashes each string of MemberList and
stores the hashes in the Hierarchy definition. When the template is registered with the
world, each hash is looked up among the item keys of the container that places the
prefab, in the same chunk instance. Each template that it finds is marked as a member of
this prefab. At map load the client spawns every placed template except the marked
members (see GameEntityTemplate).
Spawn. When the client creates the prefab entity, it spawns each member template as a separate entity. Each member entity has the prefab entity as its parent, and the prefab's HierarchyGeComponent keeps the list of children.
Activation. A child entity takes its initial active state from the parent instead of from its own template. When the prefab entity activates or deactivates, the hierarchy component activates or deactivates every child.
Properties
MemberList
List2<String> = [] Names of the member items. Each name is hashed and compared with the keys of the
Items map of the container that places the prefab. The client resolves the members
when the template is registered, not when the prefab spawns.