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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieScenePropertyRegistry.h |
Include | #include "EntitySystem/MovieScenePropertyRegistry.h" |
Syntax
class FPropertyRegistry
Remarks
Central registry of all property types animatable by sequencer. Once registered, properties cannot be de-registered. This vastly simplifies the lifetime and ID management of the class
Constructors
Type | Name | Description | |
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FPropertyRegistry
(
const FPropertyRegistry& |
Functions
Type | Name | Description | |
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TCompositePropertyDefinitionBuilder< PropertyTraits > | DefineCompositeProperty
(
TPropertyComponents< PropertyTraits >& InOutPropertyComponents, |
Define a new animatable composite property type from its components. |
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TPropertyDefinitionBuilder< PropertyTraits > | DefineProperty
(
TPropertyComponents< PropertyTraits >& InOutPropertyComponents, |
Define a new animatable property type from its components. |
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TArrayView< const FPropertyCompositeDefinition > | GetComposites
(
const FPropertyDefinition& Property |
Retrieve a generic representation of all the composites that contribute to a given property |
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TArrayView< const FPropertyCompositeDefinition > | GetComposites
(
FCompositePropertyTypeID PropertyID |
Retrieve a generic representation of all the composites that contribute to a given property |
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const FPropertyDefinition & | GetDefinition
(
FCompositePropertyTypeID PropertyID |
Retrieve a property definition from its ID |
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TArrayView< const FPropertyDefinition > | Access all the properties currently registered | |
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TOptional< FResolvedFastProperty > | ResolveFastProperty
(
UObject* Object, |
Resolve a property to either a fast ptr offset, or a custom property accessor based on the specified array |
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TOptional< FResolvedProperty > | ResolveProperty
(
UObject* Object, |
Resolve a property to either a fast ptr offset, or a custom property accessor based on the specified array falling back to a slow instance binding if possible |