Navigation
Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTypes.h |
Include | #include "EntitySystem/MovieSceneEntitySystemTypes.h" |
Syntax
struct FInterrogationChannel
Remarks
A numeric identifier used to represent a specific 'channel' within an interrogation linker. Interrogation channels are used to identify groupings of tracks or entities that relate to the same output (eg: a property on an object; a root track etc). See FInterrogationKey for a combination of a channel with a specific interrogation index (or time)
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Default construction to an invalid channel |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
int32 | AsIndex () |
Get the underlying numeric representation of this channel |
![]() ![]() |
FInterrogationChannel | Default () |
A default interrogation channel that can be used when interrogation is only operating on a single set of tracks |
![]() ![]() |
FInterrogationChannel | First () |
Retrieve the first allocatable channel when dealing with multiple groupings of tracks |
![]() ![]() |
FInterrogationChannel | FromIndex
(
int32 InIndex |
Make a channel from an index known to already relate to a valid channel |
![]() ![]() |
FInterrogationChannel | Invalid () |
An invalid channel. Should only be used for comparison. |
![]() ![]() |
bool | IsValid () |
Check whether this channel is valid |
![]() ![]() |
FInterrogationChannel | Last () |
Retrieve the last allocatable channel when dealing with multiple groupings of tracks |
Operators
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
Check whether this channel is valid | ||
![]() |
FInterrogationChannel | operator++ () |
Get the next channel after this one |