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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem > TPropertyComponentHandlerImpl< PropertyTraits, TPropertyMetaData< MetaDataTypes... >, TIntegerSequence< int, MetaDataIndices... >, TIntegerSequence< int, CompositeIndices... >, CompositeTypes... >
- IPropertyComponentHandler::RebuildOperational()
- TPropertyComponentHandlerImpl< PropertyTraits, TPropertyMetaData< MetaDataTypes... >, TIntegerSequence< int, MetaDataIndices... >, TIntegerSequence< int, CompositeIndices... >, CompositeTypes... >::RebuildOperational()
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieScenePropertyComponentHandler.h |
Include | #include "EntitySystem/MovieScenePropertyComponentHandler.h" |
virtual void RebuildOperational
&40;
const FPropertyDefinition & Definition,
TArrayView< const FPropertyCompositeDefinition > Composites,
const TArrayView< FMovieSceneEntityID > & EntityIDs,
UMovieSceneEntitySystemLinker &42; Linker,
FPropertyComponentArrayView OutResult
&41;
Remarks
Rebuild operational values from the given entities. These entities are expected to store the value type's composite values.
Parameters
Name | Description |
---|---|
Definition | The property definition this handler was registered for |
Composites | The composite channels that this property type comproses |
EntityIDs | The entities on which the composite values will be found |
Linker | The linker that owns the entity manager where the entities live |
OutResult | The result to receieve rebuilt values, one for every entitiy in EntityIDs. Must be of type StorageType. |