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API > API/Runtime > API/Runtime/MovieScene > API/Runtime/MovieScene/EntitySystem > API/Runtime/MovieScene/EntitySystem/TDefaultEntityTaskTraits
References
Module
MovieScene
Header
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTask.h
Include
#include "EntitySystem/MovieSceneEntitySystemTask.h"
Syntax
enum
&123;
AutoExpandAccessors = true
&125;
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When true, the various component accessors are passed to the task callback as separate parameters. When false, they are passed through as a combined template
For example:
struct FForEach_Expanded { void ForEachEntity(float, uint16, UObject*); void ForEachAllocation(const FEntityAllocation*, TRead, TRead, TRead); }; struct FForEach_NoExpansion { void ForEachEntity(const TEntityPtr&); void ForEachAllocation(const FEntityAllocation*, const TEntityTaskComponents, TRead, TRead>&); }; template<> struct TEntityTaskTraits : TDefaultEntityTaskTraits { enum { AutoExpandAccessors = false }; };
FEntityTaskBuilder().Read() .Read() .Read>()](API\Runtime\Sockets\NFS_Messages__Type).Dispatch_PerEntity(...); FEntityTaskBuilder().[Read()](API\Runtime\Sockets\NFS_Messages__Type).[Read()](API\Runtime\Sockets\NFS_Messages__Type).[Read>() .Dispatch_PerEntity(...); FEntityTaskBuilder().Read() .Read() .Read>()](API\Runtime\Sockets\NFS_Messages__Type).Dispatch_PerAllocation(...); FEntityTaskBuilder().[Read()](API\Runtime\Sockets\NFS_Messages__Type).[Read()](API\Runtime\Sockets\NFS_Messages__Type).[Read>() .Dispatch_PerAllocation(...);