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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem > TEntityTaskComponentsImpl< TIntegerSequence< int, Indices... >, T... >
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTask.h |
Include | #include "EntitySystem/MovieSceneEntitySystemTask.h" |
template<typename U>
TEntityTaskComponents< T..., TOptionalReadAccess< U > > ReadOptional
&40;
TComponentTypeID< U > ComponentType
&41; const
Remarks
Optionally read the value of a component. ComponentType may be invalid, and the component may or may not exist for some/all of the entities in the resulting task
Always passed to the task as a const T* pointer which must be checked for null