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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..., TOptionalWriteAccess< U > > WriteOptional
&40;
TComponentTypeID< U > ComponentType
&41; const
Remarks
Optionally write the value of a component in a thread safe manner if it exists. Passed to the task as a T* which must be checked for nullptr.
Always passed to the task as a T* pointer which must be checked for null