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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneInitialValueCache.h |
Include | #include "EntitySystem/MovieSceneInitialValueCache.h" |
Syntax
struct FInitialValueCache
Remarks
Container that houses initial values for any properties animated through FEntityManager Each type is stored in its own container, organized by the initial value component ID The cache is stored as a singleton (through GetSharedInitialValues()) and added as an extension to UMovieSceneEntitySystemLinker where it is active.
Functions
Type | Name | Description | |
---|---|---|---|
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TPropertyValueStorage< PropertyTraits > * | FindStorage
(
FComponentTypeID InitialValueType |
Retrieve the initial value storage for a given initial value type. |
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TEntitySystemLinkerExtensionID< FInitialValueCache > | Retrieve the extension ID for this structure when added to a UMovieSceneEntitySystemLinker | |
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TSharedPtr< FInitialValueCache > | Retrieve a container used for sharing initial values between linkers. | |
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TPropertyValueStorage< PropertyTraits > * | GetStorage
(
FComponentTypeID InitialValueType |
Retrieve the initial value storage for a given initial value type, creating it if necessary. |
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void | Reset
(
FComponentTypeID InitialValueType, |
Reset all the initial values that relate to the specified type and indices |