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API > API/Runtime > API/Runtime/MovieScene
| Name | FMovieSceneBlendingAccumulator |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieScene/Public/Evaluation/Blending/MovieSceneBlendingAccumulator.h |
| Include Path | #include "Evaluation/Blending/MovieSceneBlendingAccumulator.h" |
Syntax
struct FMovieSceneBlendingAccumulator
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Actuators | TMap< FMovieSceneBlendingActuatorID, TSharedRef< IMovieSceneBlendingActuator > > | Map of actuator ID to actuator | Evaluation/Blending/MovieSceneBlendingAccumulator.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OperandToBlendState | TMap< FMovieSceneEvaluationOperand, FMovieSceneAccumulatedBlendState > | Evaluation/Blending/MovieSceneBlendingAccumulator.h | ||
| UnboundBlendState | FMovieSceneAccumulatedBlendState | Evaluation/Blending/MovieSceneBlendingAccumulator.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Apply
(
const FMovieSceneContext& Context, |
Apply all currently accumulated blends | Evaluation/Blending/MovieSceneBlendingAccumulator.h | |
void BlendToken
(
FMovieSceneBlendingActuatorID InActuatorTypeID, |
Add a global token (not bound to a particular object) that will be blended together with other tokens of the same type and actuator this frame Such tokens are collated actuator, meaning the same data type can be blended in the same manner but applied differently depending on context (ie, multiple floats that relate to slomo and fade tracks) | Evaluation/Blending/MovieSceneBlendingAccumulator.h | |
void BlendToken
(
const FMovieSceneEvaluationOperand& InOperand, |
Add a token that will be blended together with other tokens of the same type and actuator this frame, and applied to all objects relating to the specified operand Such tokens are collated per-object and actuator, meaning the same data type can be blended in the same manner, but applied differently depending on context (ie, multiple float properties on the same object) | Evaluation/Blending/MovieSceneBlendingAccumulator.h | |
void BlendToken
(
FMovieSceneBlendingActuatorID InActuatorTypeID, |
Evaluation/Blending/MovieSceneBlendingAccumulator.h | ||
void BlendToken
(
const FMovieSceneEvaluationOperand& InOperand, |
Evaluation/Blending/MovieSceneBlendingAccumulator.h | ||
void DefineActuator
(
FMovieSceneBlendingActuatorID InActuatorTypeID, |
Define an actuator with the specified unique ID that operates on a specific data type | Evaluation/Blending/MovieSceneBlendingAccumulator.h | |
TMovieSceneBlendingActuator< DataType > * FindActuator
(
FMovieSceneBlendingActuatorID InActuatorTypeID |
Find an existing actuator with the specified ID that operates on a specific data type | Evaluation/Blending/MovieSceneBlendingAccumulator.h | |
void Interrogate
(
const FMovieSceneContext& Context, |
Interrogate the final blended result when applied to the specified object | Evaluation/Blending/MovieSceneBlendingAccumulator.h |