Navigation
Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTask.h |
Include | #include "EntitySystem/MovieSceneEntitySystemTask.h" |
Syntax
template<int... Indices, typename... T>
struct TEntityTaskComponentsImpl< TIntegerSequence< int, Indices... >, T... >
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
TTuple< T... > | Accessors | |
![]() |
FCommonEntityTaskParams | CommonParams |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
auto | GetAccessor () |
Get the accessor for a specific index within this task |
![]() ![]() |
bool | HasAnyWork
(
const FEntityManager* EntityManager |
Check whether all required accessors correspond to component types that are present in the given entity manager. |
![]() |
bool | HasBeenWrittenToSince
(
uint32 InSystemVersion |
|
![]() ![]() |
bool | IsValid () |
Check whether this task data is well-formed in the sense that it can perform meaningful work. |
![]() ![]() |
void | Iterate_PerAllocation
(
FEntityManager* EntityManager, |
Perform a thread-safe iteration of all matching allocations within the specified entity manager using this task, inline on the current thread |
![]() ![]() |
void | Iterate_PerAllocationImpl
(
FEntityManager* EntityManager, |
Implementation function for Iterate_PerAllocation |
![]() ![]() |
void | Iterate_PerEntity
(
FEntityManager* EntityManager, |
Perform a thread-safe iteration of all matching entities specified entity manager using this task, inline on the current thread |
![]() ![]() |
void | Iterate_PerEntityImpl
(
FEntityManager* EntityManager, |
Implementation function for Iterate_PerEntity |
![]() ![]() |
void | PopulateFilter
(
FEntityComponentFilter* OutFilter |
Utility function called when the task is dispatched to populate the filter based on our component typs |
![]() ![]() |
void | PopulatePrerequisites
(
const FSystemTaskPrerequisites& InPrerequisites, |
Utility function called when the task is dispatched to populate the filter based on our component typs |
![]() ![]() |
void | PopulateReadWriteDependencies
(
FComponentMask& OutReadDependencies, |
|
![]() ![]() |
void | PopulateSubsequents
(
const FGraphEventRef& InEvent, |
Utility function called when the task is dispatched to populate the filter based on our component typs |
![]() ![]() |
void | PreLockComponentHeaders
(
const FEntityAllocation* Allocation, |
|
![]() ![]() |
TEntityTaskComponents< T..., TReadAccess< U > > | Read
(
TComponentTypeID< U > ComponentType |
Read the value of a component. |
![]() ![]() |
TEntityTaskComponents< T..., TReadAccess< U >... > | ReadAllOf
(
TComponentTypeID< U >... ComponentTypes |
Read all of the specified components and pass them through to the task as individual parameters |
![]() ![]() |
TEntityTaskComponents< T..., TOptionalReadAccess< U >... > | ReadAnyOf
(
TComponentTypeID< U >... ComponentTypes |
Read any of the specified components and pass them through to the task as individual optional parameters |
![]() ![]() |
TEntityTaskComponents< T..., FEntityIDAccess > | Read the entity ID along with this task. | |
![]() ![]() |
TEntityTaskComponents< T..., FErasedReadAccess > | ReadErased
(
FComponentTypeID ComponentType |
Read the type-erased value of a component. |
![]() ![]() |
TEntityTaskComponents< T..., FErasedOptionalReadAccess > | ReadErasedOptional
(
FComponentTypeID ComponentType |
Optionally read the type-erased value of a component. |
![]() ![]() |
TEntityTaskComponents< T..., TReadOneOfAccessor< U... > > | ReadOneOf
(
TComponentTypeID< U >... ComponentTypes |
Read the value of only one of the specified components. |
![]() ![]() |
TEntityTaskComponents< T..., TReadOneOrMoreOfAccessor< U... > > | ReadOneOrMoreOf
(
TComponentTypeID< U >... ComponentTypes |
Read the value of one or more of the specified components. |
![]() ![]() |
TEntityTaskComponents< T..., TOptionalReadAccess< U > > | ReadOptional
(
TComponentTypeID< U > ComponentType |
Optionally read the value of a component. |
![]() |
|||
![]() |
TEntityTaskComponentsImpl
(
const FCommonEntityTaskParams& InCommonParams, |
||
![]() ![]() |
FString | ToString
(
FEntityManager* EntityManager |
|
![]() ![]() |
TEntityTaskComponents< T..., TWriteAccess< U > > | Write
(
TComponentTypeID< U > ComponentType |
Write the value of a component in a thread safe manner. |
![]() ![]() |
TEntityTaskComponents< T..., TWriteAccess< U >... > | WriteAllOf
(
TComponentTypeID< U >... ComponentTypes |
Write all of the specified components and pass them through to the task as individual parameters |
![]() ![]() |
TEntityTaskComponents< T..., FErasedWriteAccess > | WriteErased
(
FComponentTypeID ComponentType |
Write the type-erased value of a component. |
![]() ![]() |
TEntityTaskComponents< T..., TOptionalWriteAccess< U > > | WriteOptional
(
TComponentTypeID< U > ComponentType |
Optionally write the value of a component in a thread safe manner if it exists. |