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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem > TEntityTaskComponents
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTask.h |
Include | #include "EntitySystem/MovieSceneEntitySystemTask.h" |
template<typename TaskImpl, typename... TaskConstructionArgs>
FGraphEventRef Dispatch_PerAllocation
&40;
FEntityManager &42; EntityManager,
const FSystemTaskPrerequisites & Prerequisites,
FSystemSubsequentTasks &42; Subsequents,
TaskConstructionArgs &&... InArgs
&41; const
Remarks
Dispatch a task for every allocation that matches the filters and component types. Must be explicitly instantiated with the task type to dispatch. Construction arguments are deduced. Tasks must implement a ForEachAllocation function that matches this task's component accessor types.
For example: struct FForEachAllocation { void ForEachAllocation(FEntityAllocation* InAllocation, const TFilteredEntityTask< FEntityIDAccess, TRead
TComponentTypeID
FGraphEventRef Task = FEntityTaskBuilder() .ReadEntityIDs() .Read(FloatChannelComponent) .SetStat(GET_STATID(MyStatName)) .SetDesiredThread(ENamedThreads::AnyThread) .Dispatch_PerAllocation
Parameters
Name | Description |
---|---|
EntityManager | The entity manager to run the task on. All component types must relate to this entity manager. |
Prerequisites | Prerequisite tasks that must run before this one |
Subsequents | (Optional) Subsequent task tracking that this task should be added to for each writable component type |
InArgs | Optional arguments that are forwarded to the constructor of TaskImpl |