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Unreal Engine C++ API Reference > Runtime > MovieScene > EntitySystem
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityIDs.h |
Include | #include "EntitySystem/MovieSceneEntityIDs.h" |
Syntax
namespace UE
{
namespace MovieScene
{
static UE::MovieScene::MaximumNumComponentsSupported = 256;
}
}
Remarks
Defines the absolute maximum number of component types that can exist at any one time in an FEntityManager In general component types should be kept to a minimum, but if large numbers of blocking sequences are required (which each require their own linker and instance tags), or large numbers of components are required for whatever reason, this limit can be increased.
Component masks are stored as fixed size inline bit arrays, so considerations should be made before increasing this number.