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Stateless entity task that will apply values to properties. 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 through a per-entity iteration: TComponentTypeID
FEntityTaskBuilder()
.Read(BoundObject)
.Read(CustomProperty)
.Read(TransformComponent)
.Dispatch_PerEntity
Or via a combinatorial task that iterates all entities with any one of the property components: TComponentTypeID
FEntityTaskBuilder()
.Read(BoundObject)
.ReadOneOf(CustomProperty, FastProperty, SlowProperty)
.Read(TransformComponent)
.Dispatch_PerAllocation
| Name | TSetPropertyValues |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieScenePropertySystemTypes.h |
| Include Path | #include "EntitySystem/MovieScenePropertySystemTypes.h" |
Syntax
template<typename PropertyTraits>
struct TSetPropertyValues : public UE::MovieScene::TSetPropertyValuesImpl< PropertyTraits, PropertyTraits::MetaDataType >
Inheritance Hierarchy
- TSetPropertyValuesImpl → TSetPropertyValues
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSetPropertyValues
(
const PropertyTraits* InTraits, |
EntitySystem/MovieScenePropertySystemTypes.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ParamType | typename TCallTraits< typename PropertyTraits::StorageType >::ParamType | EntitySystem/MovieScenePropertySystemTypes.h |