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API > API/Runtime > API/Runtime/MovieScene > API/Runtime/MovieScene/FEntityManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyComponents
(
FMovieSceneEntityID SrcEntityID, |
Copy any and all the specified component types from one entity onto another. | EntitySystem/MovieSceneEntityManager.h | |
void CopyComponents
(
int32 DestAllocationIndex, |
EntitySystem/MovieSceneEntityManager.h |
CopyComponents(FMovieSceneEntityID, FMovieSceneEntityID, const FComponentMask &)
Description
Copy any and all the specified component types from one entity onto another. Missing components on the source entity are handled gracefully.
| Name | CopyComponents |
| Type | function |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityManager.h |
| Include Path | #include "EntitySystem/MovieSceneEntityManager.h" |
| Source | /Engine/Source/Runtime/MovieScene/Private/EntitySystem/MovieSceneEntityManager.cpp |
void CopyComponents
(
FMovieSceneEntityID SrcEntityID,
FMovieSceneEntityID DstEntityID,
const FComponentMask & ComponentsToCopy
)
Parameters
| Name | Remarks |
|---|---|
| SrcEntityID | The ID of the entity to copy from |
| DstEntityID | The ID of the entity to copy to |
| ComponentsToCopy | A mask constituting the components that should be copied (set bits indicate components to copy) |
CopyComponents(int32, int32, int32, int32, const FComponentMask *)
| Name | CopyComponents |
| Type | function |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityManager.h |
| Include Path | #include "EntitySystem/MovieSceneEntityManager.h" |
| Source | /Engine/Source/Runtime/MovieScene/Private/EntitySystem/MovieSceneEntityManager.cpp |
void CopyComponents
(
int32 DestAllocationIndex,
int32 DestEntityIndex,
int32 SourceAllocationIndex,
int32 SourceEntityIndex,
const FComponentMask * OptionalMask
)