Navigation
Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
Inheritance Hierarchy
- TEntityBuilderImpl
- TEntityBuilder
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityBuilder.h |
Include | #include "EntitySystem/MovieSceneEntityBuilder.h" |
Syntax
template<typename... T>
struct TEntityBuilder : public UE::MovieScene::TEntityBuilderImpl< TMakeIntegerSequence< int, sizeof...(T)>, T... >
Remarks
TEntityBuilder is a utility class that can be used to marshal type-safe component data into entites, either on construction or mutation of an existing entity. It is a general purpose utility that should not be used for high-performance code, but is useful for one-off changes to entity component structures
In general, this type is intended to be used declaratively, and will forward its state to the final function call (to prevent a copy of the payload data)
Example usage:
TComponentTypeID
FMovieSceneFloatChannel NewChannelType; NewChannelType.SetDefault(1.f);
auto EntityBuilder = FEntityBuilder() .AddDefaulted(FloatComponent1) .AddDefaulted(FloatComponent2) .Add(FloatChannel, MoveTemp(NewChannelType));
// Create a new entity with 2 defaulted floats, and a float channel with a default of 1.f FMovieSceneEntityID NewEntity = CopyTemp(EntityBuilder).CreateEntity(EntityManager);
// Add the data to an existing entity - will invalidate the entity builder EntityBuilder.MutateExisting(EntityManager, Existing);
Constructors
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TEntityBuilder
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Typedefs
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