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Unreal Engine C++ API Reference > Runtime > MovieScene > Compilation
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/Compilation/MovieSceneEvaluationTreePopulationRules.h |
Include | #include "Compilation/MovieSceneEvaluationTreePopulationRules.h" |
Syntax
struct FEvaluationTreePopulationRules
Functions
Type | Name | Description | |
---|---|---|---|
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void | Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds all active and non-empty sections to the evaluation tree. |
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void | Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
As above, but with custom sorting for the sections before they're added to the evaluation tree. |
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void | HighPass
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds active and non-empty sections to the evaluation tree based on priority: top rows have priority over bottom rows, and overlapping sections have priority over underlapped sections. |
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void | HighPassCustom
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds active and non-empty sections to the evaluation tree based on the priority defined in the given predicate. |
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void | HighPassCustomPerRow
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds active and non-empty sections to the evaluation tree based on the priority defined in the given predicate. |
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void | HighPassPerRow
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds active and non-empty sections to the evaluation tree based on priority: overlapping sections have priority over underlapped sections. |
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void | PopulateNearestSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Runs the logic to populate empty ranges in the field with the nearest section |
Classes
Type | Name | Description | |
---|---|---|---|
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FSortedSection | Structure used by population rules for sorting sections before adding them to the evaluation tree. |
Typedefs
Name | Description |
---|---|
FSectionSortPredicate |