Navigation
API > API/Runtime > API/Runtime/MovieScene > API/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 | |
|---|---|---|---|
| void | Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds all active and non-empty sections to the evaluation tree. | |
| void | Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
As above, but with custom sorting for the sections before they're added to the evaluation tree. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| void | PopulateNearestSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Runs the logic to populate empty ranges in the field with the nearest section |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FSortedSection | Structure used by population rules for sorting sections before adding them to the evaluation tree. |
Typedefs
| Name | Description |
|---|---|
| FSectionSortPredicate |