Navigation
Unreal Engine C++ API Reference > 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;
Remarks
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
FEntityTaskBuilder().Read