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API > API/Runtime > API/Runtime/MovieScene
| |
|
| Name |
UE::MovieScene::ESystemPhase |
| Type |
enum |
| Header File |
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTypes.h |
| Include Path |
#include "EntitySystem/MovieSceneEntitySystemTypes.h" |
Syntax
namespace UE
{
namespace MovieScene
{
enum ESystemPhase
{
None = 0,
Import = 1 << 0,
Spawn = 1 << 1,
Instantiation = 1 << 2,
Scheduling = 1 << 3,
Evaluation = 1 << 4,
Finalization = 1 << 5,
}
}
}
Values
| Name |
Remarks |
| None |
Null phase which indicates that the system never runs, but still exists in the reference graph |
| Import |
|
| Spawn |
Expensive: Phase that is run before instantiation any time any boundary is crossed in the sequence. |
| Instantiation |
Expensive: Houses any system that needs to instantiate global entities into the linker, or make meaningful changes to entity structures.. |
| Scheduling |
|
| Evaluation |
Fast, distributed: Houses the majority of evaluation systems that compute animation data. |
| Finalization |
Finalization phase for enything that wants to run after everything else. |