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API > API/Runtime > API/Runtime/MovieScene > API/Runtime/MovieScene/FEvaluationTreePopulationRules
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
Adds all active and non-empty sections to the evaluation tree. | Compilation/MovieSceneEvaluationTreePopulationRules.h | |
static void Blended
(
TArrayView< UMovieSceneSection*const > Sections, |
As above, but with custom sorting for the sections before they're added to the evaluation tree. | Compilation/MovieSceneEvaluationTreePopulationRules.h |
Blended(TArrayView< UMovieSceneSection *const >, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &)
Description
Adds all active and non-empty sections to the evaluation tree.
| Name | Blended |
| Type | function |
| Header File | /Engine/Source/Runtime/MovieScene/Public/Compilation/MovieSceneEvaluationTreePopulationRules.h |
| Include Path | #include "Compilation/MovieSceneEvaluationTreePopulationRules.h" |
| Source | /Engine/Source/Runtime/MovieScene/Private/Compilation/MovieSceneEvaluationTreePopulationRules.cpp |
static void Blended
(
TArrayView < UMovieSceneSection *const > Sections,
TMovieSceneEvaluationTree < FMovieSceneTrackEvaluationData > & OutTree
)
Blended(TArrayView< UMovieSceneSection *const >, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &, FSectionSortPredicate)
Description
As above, but with custom sorting for the sections before they're added to the evaluation tree.
| Name | Blended |
| Type | function |
| Header File | /Engine/Source/Runtime/MovieScene/Public/Compilation/MovieSceneEvaluationTreePopulationRules.h |
| Include Path | #include "Compilation/MovieSceneEvaluationTreePopulationRules.h" |
| Source | /Engine/Source/Runtime/MovieScene/Private/Compilation/MovieSceneEvaluationTreePopulationRules.cpp |
static void Blended
(
TArrayView < UMovieSceneSection *const > Sections,
TMovieSceneEvaluationTree < FMovieSceneTrackEvaluationData > & OutTree,
FSectionSortPredicate Predicate
)