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API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/FPriorityQueueCameraDirectorEval-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddChildEvaluationContext
(
TSharedRef< FCameraEvaluationContext > InContext, |
Adds a sub-director with the given fixed priority. | Directors/PriorityQueueCameraDirector.h | |
void AddChildEvaluationContext
(
TSharedRef< FCameraEvaluationContext > InContext, |
Adds a sub-director with the given dynamic priority. | Directors/PriorityQueueCameraDirector.h |
AddChildEvaluationContext(TSharedRef< FCameraEvaluationContext >, int32)
Description
Adds a sub-director with the given fixed priority.
| Name | AddChildEvaluationContext |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Directors/PriorityQueueCameraDirector.h |
| Include Path | #include "Directors/PriorityQueueCameraDirector.h" |
| Source | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Private/Directors/PriorityQueueCameraDirector.cpp |
void AddChildEvaluationContext
(
TSharedRef < FCameraEvaluationContext > InContext,
int32 Priority
)
AddChildEvaluationContext(TSharedRef< FCameraEvaluationContext >, IPriorityQueueEntry *)
Description
Adds a sub-director with the given dynamic priority. It's customary to have the evaluation context itself implement the IPriorityQueueEntry interface, and therefore passing the pointer twice to the function.
| Name | AddChildEvaluationContext |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Directors/PriorityQueueCameraDirector.h |
| Include Path | #include "Directors/PriorityQueueCameraDirector.h" |
| Source | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Private/Directors/PriorityQueueCameraDirector.cpp |
void AddChildEvaluationContext
(
TSharedRef < FCameraEvaluationContext > InContext,
IPriorityQueueEntry * PriorityEntry
)