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Struct that maintains accumulation buffers for each blend type, one buffer per float result component type
| Name | FAccumulationBuffers |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieSceneTracks/Public/Systems/MovieScenePiecewiseDoubleBlenderSystem.h |
| Include Path | #include "Systems/MovieScenePiecewiseDoubleBlenderSystem.h" |
Syntax
struct FAccumulationBuffers
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Absolute | TSortedMap< FComponentTypeID, TArray< FBlendResult > > | Map from value result component type -> Absolute blend accumulation buffer for that channel type | Systems/MovieScenePiecewiseDoubleBlenderSystem.h | |
| Additive | TSortedMap< FComponentTypeID, TArray< FBlendResult > > | Map from value result component type -> Additive blend accumulation buffer for that channel type | Systems/MovieScenePiecewiseDoubleBlenderSystem.h | |
| AdditiveAndOverrides | TSortedMap< FComponentTypeID, FAdditiveAndOverrideBuffer > | Map from value result component type -> Additive and Override blending order blneds for that channel type | Systems/MovieScenePiecewiseDoubleBlenderSystem.h | |
| AdditiveFromBase | TSortedMap< FComponentTypeID, FAdditiveFromBaseBuffer > | Map from value result component type -> Additive From Base blend accumulation buffer for that channel type | Systems/MovieScenePiecewiseDoubleBlenderSystem.h | |
| Relative | TSortedMap< FComponentTypeID, TArray< FBlendResult > > | Map from value result component type -> Relative blend accumulation buffer for that channel type | Systems/MovieScenePiecewiseDoubleBlenderSystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAccumulationResult FindResults
(
FComponentTypeID InComponentType |
Systems/MovieScenePiecewiseDoubleBlenderSystem.h | ||
bool IsEmpty() |
Systems/MovieScenePiecewiseDoubleBlenderSystem.h | ||
void Reset() |
Systems/MovieScenePiecewiseDoubleBlenderSystem.h |