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A mutual inclusion graph for adding components to an entity based on the presence of other components
| Name | FMutualInclusivityGraph |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneMutualComponentInclusivity.h |
| Include Path | #include "EntitySystem/MovieSceneMutualComponentInclusivity.h" |
Syntax
struct FMutualInclusivityGraph
Structs
| Name | Remarks |
|---|---|
| FIncludePair | |
| FIncludes |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCommandBufferInvalidated | bool | Flag indicating whether our command buffer needs re-generating or not | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
| CommandBuffer | FMutualInclusivityGraphCommandBuffer | Mutable command buffer that is repopulated by ReconstructCommandBuffer | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
| ComplexIncludes | TMap< FComplexInclusivityFilter, FIncludePair > | Many->many complex include relationships | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
| SimpleIncludes | TMap< FComponentTypeID, FIncludePair > | 1->many simple include relationships | EntitySystem/MovieSceneMutualComponentInclusivity.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 ComputeMutuallyInclusiveComponents
(
EMutuallyInclusiveComponentType TypesToCompute, |
Populate a component mask with all the necessary mutually inclusive components given an input type. | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
void DefineComplexInclusionRule
(
const FComplexInclusivityFilter& InFilter, |
Define a new complex rule specifying that all of Dependents should exist if InFilter is matched | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
void DefineComplexInclusionRule
(
const FComplexInclusivityFilter& InFilter, |
EntitySystem/MovieSceneMutualComponentInclusivity.h | ||
void DefineMutualInclusionRule
(
FComponentTypeID Predicate, |
Define a new rule specifying that all of Dependents should always exist if Predicate exists | EntitySystem/MovieSceneMutualComponentInclusivity.h | |
void DefineMutualInclusionRule
(
FComponentTypeID Predicate, |
EntitySystem/MovieSceneMutualComponentInclusivity.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 FindPrerequisiteChainLength
(
const FDirectedGraph& Graph, |
Follows the longest chain in the graph starting from Component | EntitySystem/MovieSceneMutualComponentInclusivity.h |