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Task implementation that combines a specific set of input components (templated as CompositeTypes) through a projection, and applies the result to an object property Three types of property are supported: Custom native accessor functions, fast pointer offset, or FTrackInstancePropertyBindings.
Can be invoked in one of 2 ways: either with a specific property type and input components through a per-entity iteration: TComponentTypeID
FEntityTaskBuilder()
.Read( BoundObject )
.Read( CustomProperty )
.Read( TComponentTypeID
Or via a combinatorial task that iterates all entities with any one of the property components: TComponentTypeID
FEntityTaskBuilder()
.Read( BoundObject )
.ReadOneOf( CustomProperty, FastPropertyOffset, SlowProperty )
.Read( TComponentTypeID
| Name | TSetCompositePropertyValuesImpl |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieScenePropertySystemTypes.h |
| Include Path | #include "EntitySystem/MovieScenePropertySystemTypes.h" |
Syntax
template<typename PropertyTraits, typename MetaDataType, typename... CompositeTypes>
struct TSetCompositePropertyValuesImpl