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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityIDs.h |
Include | #include "EntitySystem/MovieSceneEntityIDs.h" |
Syntax
struct FComponentMask
Remarks
Done as a concrete type so that we can make a debug visualizer for the type.
Constructors
Type | Name | Description | |
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FComponentMask
(
std::initializer_list< FComponentTypeID > InComponentTypes |
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FComponentMask
(
bool bValue, |
Functions
Type | Name | Description | |
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FComponentMask | BitwiseAND
(
const FComponentMask& A, |
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FComponentMask | BitwiseNOT
(
const FComponentMask& A |
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void | BitwiseNOT () |
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FComponentMask | BitwiseOR
(
const FComponentMask& A, |
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FComponentMask | BitwiseXOR
(
const FComponentMask& A, |
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FComponentMask & | CombineWithBitwiseAND
(
const FComponentMask& Other, |
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FComponentMask & | CombineWithBitwiseOR
(
const FComponentMask& Other, |
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FComponentMask & | CombineWithBitwiseXOR
(
const FComponentMask& Other, |
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bool | CompareSetBits
(
const FComponentMask& Other |
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bool | Contains
(
FComponentTypeID InComponentType |
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bool | ContainsAll
(
const FComponentMask& InComponentMask |
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bool | ContainsAny
(
const FComponentMask& InComponentMask |
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int32 | Find
(
bool bValue |
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FComponentTypeID | First () |
Find the first component type ID in this mask, or Invalid if the mask is empty. |
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FComponentMaskIterator | Iterate () |
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int32 | Num () |
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int32 | ||
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void | PadToNum
(
int32 Num, |
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void | Remove
(
FComponentTypeID InComponentType |
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void | Reset () |
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void | Set
(
FComponentTypeID InComponentType |
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void | SetAll
(
std::initializer_list< FComponentTypeID > InComponentTypes |
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void | SetAllLenient
(
std::initializer_list< FComponentTypeID > InComponentTypes |
Operators
Type | Name | Description | |
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FBitReference | operator[]
(
FComponentTypeID ComponentType |
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FConstBitReference | operator[]
(
FComponentTypeID ComponentType |