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API > API/Plugins > API/Plugins/SceneStateBinding
Holds all the property bindings to use in execution
| Name | FSceneStateBindingCollection |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneStateBinding/Public/SceneStateBindingCollection.h |
| Include Path | #include "SceneStateBindingCollection.h" |
Syntax
USTRUCT ()
struct FSceneStateBindingCollection : public FPropertyBindingBindingCollection
Inheritance Hierarchy
- FPropertyBindingBindingCollection → FSceneStateBindingCollection
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingDescs | TArray< FSceneStateBindingDesc > | SceneStateBindingCollection.h | ||
| Bindings | TArray< FSceneStateBinding > | Contains all the bindings from a source data to a target data | SceneStateBindingCollection.h | |
| References | TArray< FSceneStateBindingReference > | Contains all the reference bindings from a source data. | SceneStateBindingCollection.h | |
| ResolvedReferences | TArray< FSceneStateBindingResolvedReference > | Contains the references that have been resolved for use at runtime | SceneStateBindingCollection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPropertyBindingPath AddBindingFunction
(
const UE::SceneState::FBindingFunctionInfo& InFunctionInfo, |
SceneStateBindingCollection.h | ||
const FSceneStateBindingDesc * FindBindingDesc
(
FSceneStateBindingDataHandle InDataHandle |
Finds the binding desc matching the given data handle | SceneStateBindingCollection.h | |
const FSceneStateBindingResolvedReference * FindResolvedReference
(
const FSceneStatePropertyReference& InPropertyReference |
Retrieves the resolved reference for the given property reference | SceneStateBindingCollection.h | |
TConstArrayView< FSceneStateBinding > GetBindings() |
SceneStateBindingCollection.h | ||
TArrayView< FSceneStateBindingDesc > GetMutableBindingDescs() |
SceneStateBindingCollection.h | ||
TArrayView< FSceneStateBinding > GetMutableBindings() |
SceneStateBindingCollection.h | ||
uint8 * ResolveProperty
(
const FSceneStateBindingResolvedReference& InResolvedReference, |
Resolves the property access for the given reference and data view | SceneStateBindingCollection.h | |
virtual void VisitSourceStructDescriptorInternal
(
TFunctionRef< EVisitResult(const FPropertyBindingBindableStructDescriptor&)> InFunction |
SceneStateBindingCollection.h |
Overridden from FPropertyBindingBindingCollection
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPropertyBindingBinding * AddBindingInternal
(
const FPropertyBindingPath& InSourcePath, |
SceneStateBindingCollection.h | ||
| SceneStateBindingCollection.h | |||
virtual const FPropertyBindingBinding * FindBindingInternal
(
TFunctionRef< bool(const FPropertyBindingBinding&)> InPredicate |
SceneStateBindingCollection.h | ||
virtual void ForEachBinding
(
TFunctionRef< void(const FPropertyBindingBinding&Binding)> InFunction |
SceneStateBindingCollection.h | ||
virtual void ForEachBinding
(
FPropertyBindingIndex16 InBegin, |
SceneStateBindingCollection.h | ||
virtual void ForEachMutableBinding
(
TFunctionRef< void(FPropertyBindingBinding&Binding)> InFunction |
SceneStateBindingCollection.h | ||
virtual const FPropertyBindingBindableStructDescriptor * GetBindableStructDescriptorFromHandle
(
FConstStructView InSourceHandleView |
SceneStateBindingCollection.h | ||
virtual int32 GetNumBindableStructDescriptors() |
SceneStateBindingCollection.h | ||
virtual int32 GetNumBindings() |
SceneStateBindingCollection.h | ||
virtual bool HasBindingInternal
(
TFunctionRef< bool(const FPropertyBindingBinding&)> InPredicate |
SceneStateBindingCollection.h | ||
virtual void OnReset() |
SceneStateBindingCollection.h | ||
virtual bool OnResolvingPaths() |
SceneStateBindingCollection.h | ||
virtual void RemoveBindingsInternal
(
TFunctionRef< bool(FPropertyBindingBinding&)> InPredicate |
SceneStateBindingCollection.h | ||
virtual void VisitBindings
(
TFunctionRef< EVisitResult(const FPropertyBindingBinding&Binding)> InFunction |
SceneStateBindingCollection.h | ||
virtual void VisitMutableBindings
(
TFunctionRef< EVisitResult(FPropertyBindingBinding&Binding)> InFunction |
SceneStateBindingCollection.h |