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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTypes.h |
Include | #include "EntitySystem/MovieSceneEntitySystemTypes.h" |
Syntax
namespace UE
{
namespace MovieScene
{
enum ESystemPhase
&123;
None = 0,
Import = 1 << 0,
Spawn = 1 << 1,
Instantiation = 1 << 2,
Scheduling = 1 << 3,
Evaluation = 1 << 4,
Finalization = 1 << 5,
&125;
}
}
Values
Name | Description |
---|---|
None | Null phase which indicates that the system never runs, but still exists in the reference graph |
Import | |
Spawn | Expensive: Phase that is run before instantiation any time any boundary is crossed in the sequence. |
Instantiation | Expensive: Houses any system that needs to instantiate global entities into the linker, or make meaningful changes to entity structures.. |
Scheduling | |
Evaluation | Fast, distributed: Houses the majority of evaluation systems that compute animation data. |
Finalization | Finalization phase for enything that wants to run after everything else. |