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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
Type
typedef TRelativePtr< void, uint32 > FPreLockedDataPtr
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/IMovieSceneTaskScheduler.h |
Include | #include "EntitySystem/IMovieSceneTaskScheduler.h" |
Remarks
Typedef for a pointer that is relative to another. For most component data this is relative either to the FEntityAllocation itself, or FEntityAllocation::ComponentData Using a relative ptr for these allows us to store the same information with half of the memory (or 1/4 if we were able to use uint16 - I've used uint32 for safety here)