Navigation
Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityFactory.h |
Include | #include "EntitySystem/MovieSceneEntityFactory.h" |
Syntax
struct FEntityFactories
Remarks
A class that contains all the component factory relationships.
A source component (imported from an entity provider) can trigger the creation of other components on the same entity or on children entities of its entity.
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
int32 | ComputeChildComponents
(
const FComponentMask& ParentComponentMask, |
Given a set of components on a parent entity, compute what components should exist on a child entity. |
![]() |
int32 | ComputeMutuallyInclusiveComponents
(
EMutuallyInclusiveComponentType MutualTypes, |
Given a set of components on an entity, computes what other components should also exist on this entity. |
![]() |
void | DefineChildComponent
(
FComponentTypeID InChildComponent |
Defines a component as something that should always be created on every child entity. |
![]() |
void | DefineChildComponent
(
TInlineValue< FChildEntityInitializer >&& InInitializer |
Adds the definition for a child component. The helper methods above are easier and preferrable. |
![]() |
void | DefineChildComponent
(
FComponentTypeID InParentComponent, |
Specifies that if a component is present on a parent entity, the given child component should be created on any child entity. |
![]() |
void | DefineChildComponent
(
TComponentTypeID< ParentComponent > InParentType, |
Specifies that if a component is present on a parent entity, the given child component should be created on any child entity, and initialized with the given initializer. |
![]() |
void | DefineComplexInclusiveComponents
(
const FComplexInclusivityFilter& InFilter, |
Specifies that if an entity matches the given filter, the specified component should be created on it. |
![]() |
void | DefineComplexInclusiveComponents
(
const FComplexInclusivityFilter& InFilter, |
Specifies that if an entity matches the given filter, the specified components should be created on it. |
![]() |
void | DefineMutuallyInclusiveComponent
(
FComponentTypeID InComponentA, |
Indicates that if the first component exists on an entity, the second component should be created on that entity too. |
![]() |
void | DefineMutuallyInclusiveComponents
(
FComponentTypeID InComponentA, |
Indicates that if the first component exists on an entity, the specified components should be created on that entity too. |
![]() |
void | DefineMutuallyInclusiveComponents
(
FComponentTypeID InComponentA, |
Specifies a mutual inclusivity relationship along with a custom initializer for initializing the mutual component(s) |
![]() |
void | DuplicateChildComponent
(
TComponentTypeID< ComponentType > InComponent |
Makes the given component automatically copied from a parent entity to all its children entities. |
![]() |
void | RunInitializers
(
const FComponentMask& ParentType, |
Typedefs
Name | Description |
---|---|
FDeprecatedComplexInclusivity |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | DefineComplexInclusiveComponents
(
const FDeprecatedComplexInclusivity& InInclusivity |
Please use DefineComplexInclusiveComponents(const FComplexInclusivityFilter&, FComponentTypeID) |
![]() |
void | DefineComplexInclusiveComponents
(
const FComplexInclusivityFilter& InFilter, |
Please use DefineComplexInclusiveComponents(const FComplexInclusivityFilter&, initializer_list |