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Unreal Engine C++ API Reference > Runtime > MovieScene > Evaluation > Blending > TBlendableTokenStack
- IBlendableTokenStack::ComputeAndActuate()
- TBlendableTokenStack::ComputeAndActuate()
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/Evaluation/Blending/BlendableTokenStack.h |
Include | #include "Evaluation/Blending/BlendableTokenStack.h" |
Source | /Engine/Source/Runtime/MovieScene/Public/Evaluation/Blending/MovieSceneBlendingAccumulator.inl |
virtual void ComputeAndActuate
&40;
UObject &42; InObject,
FMovieSceneBlendingAccumulator & Accumulator,
FMovieSceneBlendingActuatorID InActuatorType,
const FMovieSceneContext & Context,
FPersistentEvaluationData & PersistentData,
IMovieScenePlayer & Player
&41;
Remarks
Implemented by typed stacks to compute the final blended value for its data, and apply that result to the specified object
Definition needs to exist after the definition of FMovieSceneBlendingAccumulator
Parameters
Name | Description |
---|---|
InObject | The object to apply the result to. Nullptr for root track data. |
Accumulator | The accumulator that was used to gather and consolidate the blendable tokens |
ActuatorTypeID | A unique identifier to the actuator that should be used to apply the result to the object |
Context | Root-level movie scene evaluation context for the current frame |
PersistentData | Persistent data store for the evaluation |
Player | The player that is responsible for playing back the sequence |