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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem > IPropertyComponentHandler
- IPropertyComponentHandler::RecomposeBlendChannel()
- TPropertyComponentHandlerImpl< PropertyTraits, TPropertyMetaData< MetaDataTypes... >, TIntegerSequence< int, MetaDataIndices... >, TIntegerSequence< int, CompositeIndices... >, CompositeTypes... >::RecomposeBlendChannel()
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/IMovieScenePropertyComponentHandler.h |
Include | #include "EntitySystem/IMovieScenePropertyComponentHandler.h" |
void RecomposeBlendChannel
&40;
const FPropertyDefinition & Definition,
TArrayView< const FPropertyCompositeDefinition > Composites,
int32 CompositeIndex,
const FValueDecompositionParams & Params,
UMovieSceneBlenderSystem &42; Blender,
double InCurrentValue,
TArrayView< double > OutResults
&41;
Remarks
Run a recomposition using the specified params and values.
Parameters
Name | Description |
---|---|
Definition | The property definition this handler was registered for |
Composite | The composite channel of the property type that we want to decompose |
Params | The decomposition parameters |
Blender | The blender system to recompose from |
InCurrentValue | The current value (of type StorageType) to recompose using. For instance, if a property comprises 3 additive values (a:1, b:2, c:3), and we recompose 'a' with an InCurrentValue of 10, the result for 'a' would be 5. |
OutResults | The result to receieve recomposed values, one for every entitiy in Params.Query.Entities. |