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API > API/Runtime > API/Runtime/MovieScene
| Name | FMovieSceneEntitySystemRunner |
| Type | class |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemRunner.h |
| Include Path | #include "EntitySystem/MovieSceneEntitySystemRunner.h" |
Syntax
class FMovieSceneEntitySystemRunner : public TSharedFromThis< FMovieSceneEntitySystemRunner >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FMovieSceneEntitySystemRunner
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Creates an unbound runner | EntitySystem/MovieSceneEntitySystemRunner.h | ||
FMovieSceneEntitySystemRunner
(
UMovieSceneEntitySystemLinker* InLinker |
Create a bound runner | EntitySystem/MovieSceneEntitySystemRunner.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FMovieSceneEntitySystemRunner() |
Destructor | EntitySystem/MovieSceneEntitySystemRunner.h |
Structs
| Name | Remarks |
|---|---|
| FDissectedUpdate | |
| FQueuedUpdateParams | |
| FUpdateParamsAndContext |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FEntityManager | UE::MovieScene::FEntityManager | EntitySystem/MovieSceneEntitySystemRunner.h | |
| FInstanceHandle | UE::MovieScene::FInstanceHandle | EntitySystem/MovieSceneEntitySystemRunner.h | |
| FInstanceRegistry | UE::MovieScene::FInstanceRegistry | EntitySystem/MovieSceneEntitySystemRunner.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedUpdateFlags | UE::MovieScene::ESequenceInstanceUpdateFlags | Update flags that are accumulated for all currently active sequence instances being evaluated | EntitySystem/MovieSceneEntitySystemRunner.h | |
| bCanQueueEventTriggers | bool | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| bIsUpdatingSequence | bool | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| bRequireFullFlush | bool | True if any update has been queued with the ERunnerUpdateFlags::Flush flag since our last flush | EntitySystem/MovieSceneEntitySystemRunner.h | |
| CurrentFlushState | UE::MovieScene::ERunnerFlushState | The current FlushState that we are running in the current callstack. Used to detect re-entrancy | EntitySystem/MovieSceneEntitySystemRunner.h | |
| CurrentInstances | TArray< FQueuedUpdateParams > | When an update is running, the list of actual instances being updated | EntitySystem/MovieSceneEntitySystemRunner.h | |
| CurrentPhase | UE::MovieScene::ESystemPhase | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| DissectedUpdates | TArray< FDissectedUpdate > | When an update is running, the list of sub-contexts for the requested update | EntitySystem/MovieSceneEntitySystemRunner.h | |
| EventTriggers | FMovieSceneEntitySystemEventTriggers | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| FlushState | UE::MovieScene::ERunnerFlushState | Defines a bitmask of outstanding tasks that need running. | EntitySystem/MovieSceneEntitySystemRunner.h | |
| GameThread | ENamedThreads::Type | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| OnFlushedDelegates | TArray< FSimpleDelegate > | EntitySystem/MovieSceneEntitySystemRunner.h | ||
| ReentrancyCount | uint32 | The number of times this runner has been re-entrant | EntitySystem/MovieSceneEntitySystemRunner.h | |
| UpdateQueue | TArray< FUpdateParamsAndContext > | Queue of sequence instances to be updated | EntitySystem/MovieSceneEntitySystemRunner.h | |
| WeakLinker | TWeakObjectPtr< UMovieSceneEntitySystemLinker > | Owning linker | EntitySystem/MovieSceneEntitySystemRunner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AbandonAndDestroyInstance
(
FInstanceHandle Instance, |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void AbandonAndDestroyInstance
(
FInstanceHandle Instance |
Abandon the specified instance handle and destroy it immediately. | EntitySystem/MovieSceneEntitySystemRunner.h | |
void AttachToLinker
(
UMovieSceneEntitySystemLinker* InLinker |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void DetachFromLinker() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void DiscardQueuedUpdates
(
FInstanceHandle Instance |
Discard any queued updates for the specified sequence instance. | EntitySystem/MovieSceneEntitySystemRunner.h | |
void Flush
(
double BudgetMs, |
Flushes the update queue and applies any outstanding evaluation logic | EntitySystem/MovieSceneEntitySystemRunner.h | |
void FlushOutstanding
(
double BudgetMs, |
Flushes any outstanding update tasks in the current evaluation scope with a given budget. | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool FlushSingleEvaluationPhase() |
Run a single evaluation phase | EntitySystem/MovieSceneEntitySystemRunner.h | |
UE::MovieScene::ESystemPhase GetCurrentPhase() |
Access this runner's currently executing phase | EntitySystem/MovieSceneEntitySystemRunner.h | |
FEntityManager * GetEntityManager() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
FInstanceRegistry * GetInstanceRegistry() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
UMovieSceneEntitySystemLinker * GetLinker() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
FMovieSceneEntitySystemEventTriggers & GetQueuedEventTriggers() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
int32 GetQueuedUpdateCount() |
Gets how many instances are in the update queue. | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool HasQueuedUpdates
(
FInstanceHandle Instance |
Returns whether the given instance is queued for any updates. | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool HasQueuedUpdates () |
Returns whether this runner has any outstanding updates. | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool IsAttachedToLinker() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
bool IsCurrentlyEvaluating() |
Check whether this runner is currently inside an active evaluation loop | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool IsUpdatingSequence() |
Check whether this runner is currently updating a sequence | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool IsValid() |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void MarkForUpdate
(
FInstanceHandle InInstanceHandle, |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
bool QueueFinalUpdate
(
FInstanceHandle Instance |
Queue a final update for the specified instance, optionally destroying it after finishing it | EntitySystem/MovieSceneEntitySystemRunner.h | |
bool QueueFinalUpdate
(
FInstanceHandle Instance, |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
bool QueueFinalUpdateAndDestroy
(
FInstanceHandle Instance |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
bool QueueFinalUpdateAndDestroy
(
FInstanceHandle Instance, |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void QueueUpdate
(
const FMovieSceneContext& Context, |
Queue the given instance for an update with the given context. | EntitySystem/MovieSceneEntitySystemRunner.h | |
void QueueUpdate
(
const FMovieSceneContext& Context, |
EntitySystem/MovieSceneEntitySystemRunner.h | ||
void ResetFlushState () |
Called in the event that the structure of the entity manager has been unexpectedly changed while this runner is active. | EntitySystem/MovieSceneEntitySystemRunner.h |