code: virtual ~IMovieSceneTemplateGenerator()


description:
Compile this movie scene track into an efficient runtime structure
Compilation result

module: MovieScene

code: EMovieSceneCompileResult Compile ( [FMovieSceneEvaluationTrack](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTrack) & Track, const [FMovieSceneTrackCompilerArgs](API\Runtime\MovieScene\Compilation\FMovieSceneTrackCompilerArgs) & Args ) const


className: IMovieSceneTemplateGenerator

description: Abstract base class used to generate evaluation templates

code: struct IMovieSceneTemplateGenerator


description:
Create a movie scene eval template for the specified section
A template, or null

code: [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


description:
Overridable user defined custom compilation method
Compilation result

code: virtual EMovieSceneCompileResult CustomCompile ( [FMovieSceneEvaluationTrack](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTrack) & Track, const [FMovieSceneTrackCompilerArgs](API\Runtime\MovieScene\Compilation\FMovieSceneTrackCompilerArgs) & Args ) const


description: Generate a template for this track

code: virtual void GenerateTemplate ( const [FMovieSceneTrackCompilerArgs](API\Runtime\MovieScene\Compilation\FMovieSceneTrackCompilerArgs) & Args ) const


description: Called after this track has been compiled, regardless of whether it was compiled through CustomCompile, or the default logic

code: virtual void PostCompile ( [FMovieSceneEvaluationTrack](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTrack) & Track, const [FMovieSceneTrackCompilerArgs](API\Runtime\MovieScene\Compilation\FMovieSceneTrackCompilerArgs) & Args ) const


description: Get a raw compiled copy of this track with no additional shared tracks or compiler parameters

code: [FMovieSceneEvaluationTrack](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTrack) GenerateTrackTemplate ( [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * SourceTrack ) const


code: namespace MovieSceneSegmentCompiler { [TOptional](API\Runtime\Core\IO\TOptional)< [FMovieSceneSegment](API\Runtime\MovieScene\Evaluation\FMovieSceneSegment) > MovieSceneSegmentCompiler::EvaluateNearestSegment ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Range, const [FMovieSceneSegment](API\Runtime\MovieScene\Evaluation\FMovieSceneSegment) * PreviousSegment, const [FMovieSceneSegment](API\Runtime\MovieScene\Evaluation\FMovieSceneSegment) * NextSegment ) }


code: namespace MovieSceneSegmentCompiler { bool MovieSceneSegmentCompiler::AlwaysEvaluateSection ( const [FMovieSceneSectionData](API\Runtime\MovieScene\Compilation\FMovieSceneSectionData) & InSectionData ) }


code: namespace MovieSceneSegmentCompiler { void MovieSceneSegmentCompiler::FilterOutUnderlappingSections ( [FSegmentBlendData](API\Runtime\MovieScene\Compilation\FSegmentBlendData) & BlendData ) }


code: namespace MovieSceneSegmentCompiler { void MovieSceneSegmentCompiler::ChooseLowestRowIndex ( [FSegmentBlendData](API\Runtime\MovieScene\Compilation\FSegmentBlendData) & BlendData ) }


description: Reduces the evaluated sections to only the section that resides last in the source data. Legacy behaviour from various track instances.

code: namespace MovieSceneSegmentCompiler { void MovieSceneSegmentCompiler::BlendSegmentLegacySectionOrder ( [FSegmentBlendData](API\Runtime\MovieScene\Compilation\FSegmentBlendData) & BlendData ) }


className: IMovieSceneTrackTemplateProducer

code: class IMovieSceneTrackTemplateProducer


className: Value

code: enum &123; Value = true &125;


code: template<> struct TIsContiguousContainer< FSegmentBlendData >


description: Check the iterator for validity

code: bool IsValid() const


description: Access the data for the current iteration

code: const [DataType](API\Plugins\OptimusCore\DataType) * operator->() const


description: Move on to the next piece of data


description: Construction from a tree and a node

code: TMovieSceneEvaluationTreeDataIterator ( const [TMovieSceneEvaluationTree](API\Runtime\MovieScene\TMovieSceneEvaluationTree)< [DataType](API\Plugins\OptimusCore\DataType) > & InTree, [FMovieSceneEvaluationTreeNodeHandle](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTreeNodeHan-) StartNode )


description: Check the iterator for validity

code: operator bool() const


className: TMovieSceneEvaluationTreeDataIterator

description: An iterator type that is iterates all the data associated with a given node and its parents

code: template<typename DataType> struct TMovieSceneEvaluationTreeDataIterator


description: Dereference the data for the current iteration

code: const [DataType](API\Plugins\OptimusCore\DataType) & operator*() const


code: TMovieSceneInterrogationIterator ( const [FMovieSceneInterrogationData](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationData) & InContainer, [FMovieSceneInterrogationKey](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationKey) InPredicateKey )


className: TMovieSceneInterrogationIterator

code: template<typename DataType> struct TMovieSceneInterrogationIterator


code: template<typename U> TMovieSceneInterrogationToken ( U && In, [FMovieSceneInterrogationKey](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationKey) InKey )


className: TMovieSceneInterrogationToken

code: template<typename T> struct TMovieSceneInterrogationToken : public [IMovieSceneInterrogationToken](API\Runtime\MovieScene\Compilation\IMovieSceneInterrogationToken)

Data

type: T


code: void Compile ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID )


code: [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) Compile ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


className: UMovieSceneCompiledData

description: Used for serialization only

code: class UMovieSceneCompiledData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: static bool CompileHierarchy ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence, [FMovieSceneSequenceHierarchy](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceHierarchy) * InOutHierarchy, EMovieSceneServerClientMask NetworkMask )


code: void Compile ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID, [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: static bool CompileHierarchy &40; UMovieSceneSequence &42; Sequence, const FGatherParameters & Params, FMovieSceneSequenceHierarchy &42; InOutHierarchy &41;


code: void CopyCompiledData ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: void DestroyTemplate ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID )


code: const [FMovieSceneEntityComponentField](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentField) * FindEntityComponentField ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) FindDataID ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence ) const


code: const [FMovieSceneSequenceHierarchy](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceHierarchy) * FindHierarchy ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: const [FMovieSceneEvaluationTemplate](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTemplate) * FindTrackTemplate ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: const [FMovieSceneEvaluationField](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationField) * FindTrackTemplateField ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: const [FMovieSceneEntityComponentField](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentField) & GetEntityComponentFieldChecked ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


description: Return a reference to a compiled data entry. WARNING: This reference will become invalid if any sequence in this manager is (re)compiled

code: const [FMovieSceneCompiledDataEntry](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataEntry) & GetEntryRef ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: const [FMovieSceneSequenceHierarchy](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceHierarchy) & GetHierarchyChecked ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: static [UMovieSceneCompiledDataManager](API\Runtime\MovieScene\Compilation\UMovieSceneCompiledDataManager) * GetPrecompiledData ( EMovieSceneServerClientMask EmulatedMask )


code: uint32 GetReallocationVersion() const


code: [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) GetDataID ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: const [FMovieSceneEvaluationTemplate](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTemplate) & GetTrackTemplateChecked ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: const [FMovieSceneEvaluationField](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationField) & GetTrackTemplateFieldChecked ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) DataID ) const


code: bool IsDirty ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence ) const


code: bool IsDirty ( [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) CompiledDataID ) const


code: bool IsDirty ( const [FMovieSceneCompiledDataEntry](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataEntry) & Entry ) const


code: void LoadCompiledData ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: [UMovieSceneCompiledData](API\Runtime\MovieScene\Compilation\UMovieSceneCompiledData) * MakeCompiledData ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence ) const


code: UMovieSceneCompiledDataManager()


code: void Reset ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: void SetEmulatedNetworkMask ( EMovieSceneServerClientMask NewMask )


className: UMovieSceneCompiledDataManager

code: class UMovieSceneCompiledDataManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UMovieSceneDeterminismSource

code: class UMovieSceneDeterminismSource : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: BucketType

code: typedef T BucketType


className: UMovieSceneTrackTemplateProducer

code: class UMovieSceneTrackTemplateProducer : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: [BucketType](API\Runtime\MovieScene\Containers\TDynamicSparseBitSetBucketStorag-\BucketType) Get ( int32 Index ) const


code: [BucketType](API\Runtime\MovieScene\Containers\TDynamicSparseBitSetBucketStorag-\BucketType) & Get ( int32 Index )


code: void Insert ( [BucketType](API\Runtime\MovieScene\Containers\TDynamicSparseBitSetBucketStorag-\BucketType) InitialValue, int32 Index )


className: TDynamicSparseBitSetBucketStorage

description: TDynamicSparseBitSetBucketStorage< T, 0 >

code: template<typename T, int32 InlineSize> struct TDynamicSparseBitSetBucketStorage

Storage

type: TArray<BucketT...


className: TDynamicSparseBitSetBucketStorage< T, 0 >::Get

code: BucketType & Get &40; int32 Index &41;


code: BucketType Get &40; int32 Index &41; const


className: TDynamicSparseBitSetBucketStorage< T, 0 >::GetData

code: BucketType &42; GetData&40;&41;


className: TDynamicSparseBitSetBucketStorage< T, 0 >::Insert

code: void Insert &40; BucketType InitialValue, int32 Index &41;


code: [BucketType](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage\BucketType) & Get ( int32 Index )


code: template<typename T> struct TDynamicSparseBitSetBucketStorage< T, 0 >


code: [BucketType](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage\BucketType) Get ( int32 Index ) const


code: void operator= ( const [TFixedSparseBitSetBucketStorage](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage) & )


code: void operator= ( [TFixedSparseBitSetBucketStorage](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage) && )


code: TFixedSparseBitSetBucketStorage ( [BucketType](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage\BucketType) * StoragePtr )


code: TFixedSparseBitSetBucketStorage()


code: TFixedSparseBitSetBucketStorage ( const [TFixedSparseBitSetBucketStorage](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage) & )


code: TFixedSparseBitSetBucketStorage ( [TFixedSparseBitSetBucketStorage](API\Runtime\MovieScene\Containers\TFixedSparseBitSetBucketStorage) && )


className: TFixedSparseBitSetBucketStorage

code: template<typename T> struct TFixedSparseBitSetBucketStorage

type: BucketType*...


className: BucketSize

code: static constexpr uint32 BucketSize = sizeof(typename BucketStorage::BucketType)*8;


code: template<typename OtherHashType, typename OtherStorageType> void CopyTo ( [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet)< OtherHashType, OtherStorageType > & Other ) const


code: typedef typename BucketStorage::BucketType BucketType


description: Copy this bitset to another without resizing the destination's bucket storage. Bucket storage must be >= this size.

code: template<typename OtherHashType, typename OtherStorageType> void CopyToUnsafe ( [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet)< OtherHashType, OtherStorageType > & Other, uint32 OtherBucketCapacity ) const


code: static FIterator Begin &40; const TSparseBitSet< HashType, BucketStorage > &42; InBitSet &41;


code: static FIterator End &40; const TSparseBitSet< HashType, BucketStorage > &42; InBitSet &41;


className: TSparseBitSet::FIterator::operator bool

code: operator bool&40;&41; const


code: int32 operator&42;&40;&41; const


className: FIterator

description: No constructors are accessible with public or protected access.

code: struct FIterator


description: Get the sparse bucket index of the specified bit

code: int32 GetSparseBucketIndex ( uint32 BitIndex ) const


description: Check whether the specified bit index is set

code: bool IsBitSet ( uint32 BitIndex ) const


className: MaxNumBits

code: static constexpr uint32 MaxNumBits = HashSize * BucketSize;


description: Count the number of buckets in this bitset

code: uint32 NumBuckets() const


code: [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) & operator= ( const [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) & )


code: [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) & operator= ( [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) && )


className: HashSize

code: static constexpr uint32 HashSize = sizeof(HashType)*8;


description:
Set the bit at the specified index. Any bits between Num and BitIndex will be considered 0.
true if the bit was previously considered 0 and is now set, false if it was already set.

code: [ESparseBitSetBitResult](API\Runtime\MovieScene\Containers\UE__MovieScene__ESparseBitSetBit-) SetBit ( uint32 BitIndex )


code: template<typename... StorageArgs> TSparseBitSet ( StorageArgs &&... Storage )


code: TSparseBitSet ( const [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) & )


className: TSparseBitSet

description: The hash allows for empty buckets to be completely omitted from memory, and affords very fast comparison for buckets that have no set bits. This container is specialized for relatively large bitfields that have small numbers of set bits (ie, needles in haystacks) as they will provide the best memory vs CPU tradeoffs.

code: template<typename HashType, typename BucketStorage> struct TSparseBitSet


code: TSparseBitSet ( [TSparseBitSet](API\Runtime\MovieScene\Containers\TSparseBitSet) && )


code: namespace UE { namespace MovieScene { enum ESparseBitSetBitResult { NewlySet, AlreadySet, } } }


description: Return a bitmask of all the bits less-than BitOffset

code: namespace UE { namespace MovieScene { namespace Private { template<typename T, typename U> static T UE::MovieScene::Private::BitOffsetToLowBitMask ( U BitOffset ) } } }


description: Return a bitmask of all the bits greater-than-or-equal to BitOffset

code: namespace UE { namespace MovieScene { namespace Private { template<typename T, typename U> static T UE::MovieScene::Private::BitOffsetToHighBitMask ( U BitOffset ) } } }


code: namespace UE { namespace MovieScene { namespace Private { static uint32 UE::MovieScene::Private::CountTrailingZeros ( uint8 In ) } } }


code: namespace UE { namespace MovieScene { namespace Private { static uint32 UE::MovieScene::Private::CountTrailingZeros ( uint16 In ) } } }


code: namespace UE { namespace MovieScene { namespace Private { static uint32 UE::MovieScene::Private::CountTrailingZeros ( uint32 In ) } } }


code: namespace UE { namespace MovieScene { namespace Private { static uint32 UE::MovieScene::Private::CountTrailingZeros ( uint64 In ) } } }


className: EMovieSceneCameraCutParams

description: Camera cut parameters

code: struct EMovieSceneCameraCutParams

bCanBlend

type: bool

bJumpCut

description: Whether this is a jump cut, i.e. the cut jumps from one shot to another shot

BlendTime

type: float

description: Blending time to get to the new shot instead of cutting

BlendType

type: TOptional< EMov...

description: Blending type to use to get to the new shot (only used when BlendTime is greater than 0)

bLockPreviousCamera

description: When blending, whether to lock the previous camera

PreviousCameraObject

type: UObject*

description: Info for previewing shot blends in editor.

UnlockIfCameraObject

description: If this is not null, release actor lock only if currently locked to this object


code: namespace EMovieScenePlayerStatus { enum Type { Stopped, Playing, Scrubbing, Jumping, Stepping, Paused, MAX, } }


className: SetViewportParam

code: enum SetViewportParam { SVP_FadeAmount = 0x00000001, SVP_FadeColor = 0x00000002, SVP_ColorScaling = 0x00000004, SVP_All = SVP_FadeAmount | SVP_FadeColor | SVP_ColorScaling, }


className: EMovieSceneViewportParams

code: struct EMovieSceneViewportParams

ColorScale

type: FVector

FadeColor

type: FLinearColor

SetWhichViewportParam

type: SetViewportPara...


className: AllocationFunctionPtr

code: typedef void(*)(const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) *Allocation, const [ITaskContext](API\Runtime\MovieScene\EntitySystem\ITaskContext) *TaskContext, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext) AllocationFunctionPtr


description: Accumulates values

code: [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) Accumulate ( const [FWeightedValue](API\Runtime\MovieScene\EntitySystem\FWeightedValue) & Other ) const


description: Accumulates values

code: [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) Accumulate ( const [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) & Other ) const


description: Accumulates more values into this value

code: [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) & AccumulateThis ( const [FWeightedValue](API\Runtime\MovieScene\EntitySystem\FWeightedValue) & Other )


description: Accumulates more values into this value

code: [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) & AccumulateThis ( const [FAccumulatedWeightedValue](API\Runtime\MovieScene\EntitySystem\FAccumulatedWeightedValue) & Other )


description: Normalizes the total value by the total weight

code: double Normalize() const


className: FAccumulatedWeightedValue

description: Holds an accumulation of weighted values

code: struct FAccumulatedWeightedValue

Total

type: double

description: Accumulated value

TotalWeight

description: The total weight of all accumulated values


code: void AccumulateMask ( [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutMask ) const


code: FAdd ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentTypeID )


code: void Apply ( [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, int32 ComponentOffset )


className: FAdd

description: Implemtntation of an untyped add payload

code: struct FAdd

ComponentTypeID

type: FComponentTypeI...


code: FAddConditional ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentTypeID, bool bInCondition )


className: FAddConditional

description: Implemtntation of a contitional untyped add payload

code: struct FAddConditional


className: FAddMany

code: struct FAddMany

BaseComponentMask

type: FComponentMask


code: FAddMany ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InBaseComponentMask )


code: virtual void CreateMutation ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) * InOutEntityComponentTypes ) const


className: FAddMultipleMutation

code: struct FAddMultipleMutation : public [UE::MovieScene::IMovieSceneEntityMutation](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityMutation)


code: FAddSingleMutation ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InType )


className: FAlignedDecomposedValue

description: Align results to cache lines so there's no contention between cores.

code: struct FAlignedDecomposedValue

Value

type: FDecomposedValu...


className: FAddSingleMutation

code: struct FAddSingleMutation : public [UE::MovieScene::IMovieSceneEntityMutation](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityMutation)


code: [FObjectFactoryBatch](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch) & AddBatch ( [FEntityAllocationProxy](API\Runtime\MovieScene\EntitySystem\FEntityAllocationProxy) ParentProxy )


code: void ForEachAllocation ( [FEntityAllocationProxy](API\Runtime\MovieScene\EntitySystem\FEntityAllocationProxy) AllocationProxy, [FReadEntityIDs](API\Runtime\MovieScene\EntitySystem\FReadEntityIDs) EntityIDs, [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) > Instances, [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< [FGuid](API\Runtime\Core\Misc\FGuid) > ObjectBindings )


code: FBoundObjectTask ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker )


className: FBoundObjectTask

code: struct FBoundObjectTask

Linker

type: UMovieSceneEnti...


code: static bool IsBoundObjectGarbage ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) GetBaseValueComponentType ( const [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) & InResultComponentType )


code: static [FBuiltInComponentTypes](API\Runtime\MovieScene\EntitySystem\FBuiltInComponentTypes) * Get()


className: FBuiltInComponentTypes

description: No constructors are accessible with public or protected access.

code: struct FBuiltInComponentTypes

BaseByte

type: TComponentTypeI...

description: A byte representing the base value for the byte channel for the purposes of "additive from base" blending.

BaseDouble

description: A double representing the base value for the double channel at index N, for the purposes of "additive from base" blending.

BaseInteger

description: An integer representing the base value for the integer channel for the purposes of "additive from base" blending.

BaseValueEvalTime

description: The time (in frames or in seconds) at which to evaluate a base value, such as BaseFloat[] or BaseDouble[].

BlenderType

description: A blender type that should be used for blending this entity

BoolChannel

description: AnFMovieSceneBoolChannel.

BoolResult

description: A boolean repesenting the output of a bool property track or channel.

BoundObject

description: A bound object ptr component that defines the object being animated.

ByteChannel

description: AnFMovieSceneByteChannel.

ByteResult

description: A byte representing the output of a byte or enum track or channel.

CachedInterpolation

description: A cached interpolation structure relating to either float channels or double channels.

DoubleChannel

description: AnFMovieSceneDoubleChannelconsidered to be at index N within the source structure (ie 0 = Location.X, Vector.X; 1 = Location.Y, Vector.Y)

DoubleResult

description: A double considered to be at index N within the source structure (ie 0 = Location.X, Vector.X; 1 = Location.Y, Vector.Y)

Easing

description: AnFEasingComponentDatafor computing easing curves.

EvaluationHook

description: AnFMovieSceneEvaluationHookComponentthat defines a stateless hook interface that doesn't need any overlap handling (track instances should be preferred there)

FastPropertyOffset

description: A property offset from a UObject* that points to the memory for a given property - care should be taken to ensure that this is only ever accessed in conjunction with a property tag.

FloatChannel

description: AnFMovieSceneFloatChannelconsidered to be at index N within the source structure (ie 0 = Location.X, Vector.X, Color.R; 1 = Location.Y, Vector.Y, Color.G)

GenericObjectBinding

description: AnFGuidrelating to a direct object binding in a sequence.

HasUnresolvedBinding

description: Tag that is added to imported entities with a GenericObjectBinding or SceneComponentBinding whose binding did not resolve

HierarchicalBlendTarget

description: Defines an HBias level that is the highest blend target for a given set of components that need to blend together.

HierarchicalEasingChannel

description: An index associated to hierarchical easing for the owning sub-sequence.

HierarchicalEasingProvider

description: The sub-sequence ID that should receive ease in/out as a whole.

IgnoreHierarchicalBias

description: A tag that specifies this entity should always contribute to the output, regardless of hbias.

IntegerChannel

description: AnFMovieSceneIntegerChannel.

IntegerResult

description: An integer representing the output of an integer track or channel.

ObjectPathChannel

description: FMovieSceneObjectPathChannelthat represents a changing object path over time.

ObjectResult

description: The result of an evaluatedFMovieSceneObjectPathChannel.

PropertyBinding

description: AnFMovieScenePropertyBindingstructure.

PropertyRegistry

type: FPropertyRegist...

RequiresInstantiationMask

description: Component mask where set bits denot component types that should trigger instantiation when present.

RestoreState

description: A tag specifying that an entity wants to restore state on completioon.

SceneComponentBinding

description: AnFGuidthat is always resolved as aUSceneComponenteither directly or through theAActorthat the GUID relates to.

SlowProperty

description: A property binding that supports setters and notifications.

SpawnableBinding

description: AnFGuidrelating to a spawnable binding in a sequence.

StringChannel

description: AnFMovieSceneStringChannel.

StringResult

description: The result of an evaluatedFMovieSceneStringChannel.

TrackInstance

description: AnFMovieSceneTrackInstanceComponentthat defines the track instance to use.

TrackInstanceInput

description: AnFTrackInstanceInputComponentthat defines an input for a track instance.

WeightAndEasingResult

description: A float representing the evaluated easing weight.

WeightChannel

description: AnFMovieSceneFloatChannelthat represents an arbitrary weight.

WeightResult

description: A float representing the evaluated output of a weight channel.


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) *const > GetMatchingAllocations ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) & InEntityManager )


description: Cached filter result that caches pointers to allocations matching the specified filter

Filter

type: FEntityComponen...


code: bool Matches ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) & InEntityManager )


description: Simple cached filter results that stores whether its filter passes or not

code: struct FCachedEntityFilterResult_Match


description: Retrieve the serial number for this cache

code: uint64 GetSerial() const


description:
Check our system version number against the current structural number in the entity manager.
UpToDate if the structure has not changed, Stale if it has

code: [ECachedEntityManagerState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ECachedEntityMan-) Update ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) & InEntityManager )


description: Forcibly invalidate this state

code: void Invalidate()


className: FCachedEntityManagerState

description: Small utility struct that caches the entity manager's structural serial number to generated cached data NOTE: Must only be used with a single entity manager

code: struct FCachedEntityManagerState


code: void Apply ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, [FEntityAllocationProxy](API\Runtime\MovieScene\EntitySystem\FEntityAllocationProxy) ParentAllocationProxy )


code: void Add ( int32 EntityIndex )


code: virtual void GenerateDerivedType ( [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutNewEntityType )


code: virtual void PostInitialize ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


code: virtual void InitializeAllocation ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ParentType, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ChildType, const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * ParentAllocation, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > ParentAllocationOffsets, const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & InChildEntityRange )


code: virtual ~FChildEntityFactory()


className: FChildEntityFactory

code: struct FChildEntityFactory

CurrentEntityOffsets

type: TArrayView< con...

ParentEntityOffsets

type: TArray< int32 >


code: bool IsRelevant ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InParentType, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InChildType ) const


code: virtual ~FChildEntityInitializer()


code: FChildEntityInitializer ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InParentComponent, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InChildComponent )


code: void Run ( const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) &, const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) *, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > )


className: FChildEntityInitializer

code: struct FChildEntityInitializer


code: static [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) Any ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


className: FCommonEntityTaskParams

code: struct FCommonEntityTaskParams

bBreakOnRun

type: bool

description: Useful for debugging to break the debugger when this task is run

DesiredThread

description: (deprecated) The thread that this task wants to run on

TaskParams

type: FTaskParams

description: Task parameters


description: Deprecated* This function will no longer be called

code: bool Match ( [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) Input ) const


code: static [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) All ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: FComplexInclusivityFilter ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InMask, [EComplexInclusivityFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexInclusiv-) InMode )


className: FComplexInclusivityFilter

description: Filter used for specifying more complex mutual inclusivity rules that depend on more than one component type

code: struct FComplexInclusivityFilter

Mask

description: The component mask defining the set of components to test for

Mode

type: EComplexInclusi...

description: The filter mode used for matching


className: FComponentAccess

code: struct FComponentAccess


description: Get the raw pointer to the associated component data buffer.

code: void * GetValuePtr ( int32 Offset ) const


code: bool HasBeenWrittenToSince ( uint64 InSystemSerial ) const


description: Tag components don't have data. Non-tag components could have no data if their data buffer has been relocated, such as an entity allocation that has moved elsewhere because of a migration or mutation.

code: bool HasData() const


description: Whether this component header describes a tag component (i.e. a component with no data).

code: bool IsTag() const


code: void PostWriteComponents ( [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext ) const


className: FComponentHeader

code: struct FComponentHeader

Components

type: uint8 *

ReadWriteLock

type: FRWLock

ScheduledAccessCount

type: std::atomic< in...


code: void PreLockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [FPreLockedDataPtr](API\Runtime\MovieScene\EntitySystem\FPreLockedDataPtr) * PrelockedComponentData ) const


code: static [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) BitwiseAND ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & A, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & B, EBitwiseOperatorFlags InFlags )


code: static [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) BitwiseNOT ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & A )


code: static [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) BitwiseOR ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & A, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & B, EBitwiseOperatorFlags InFlags )


code: static [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) BitwiseXOR ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & A, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & B, EBitwiseOperatorFlags InFlags )


code: [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & CombineWithBitwiseAND ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & Other, EBitwiseOperatorFlags InFlags )


code: [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & CombineWithBitwiseXOR ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & Other, EBitwiseOperatorFlags InFlags )


code: [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & CombineWithBitwiseOR ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & Other, EBitwiseOperatorFlags InFlags )


code: bool Contains ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentType ) const


code: int32 Find ( bool bValue ) const


code: bool ContainsAll ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask ) const


code: bool ContainsAny ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask ) const


description: Find the first component type ID in this mask, or Invalid if the mask is empty.


code: bool CompareSetBits ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & Other ) const


code: [FBitReference](API\Runtime\Core\Containers\FBitReference) operator[] ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType )


code: [FConstBitReference](API\Runtime\Core\Containers\FConstBitReference) operator[] ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType ) const


code: void Remove ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentType )


code: void Set ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentType )


code: void SetAll ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: void PadToNum ( int32 Num, bool bPadValue )


code: FComponentMask ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: FComponentMask ( bool bValue, int32 InNum )


code: void SetAllLenient ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


className: FComponentMask

description: Done as a concrete type so that we can make a debug visualizer for the type.

code: struct FComponentMask


className: FComponentMaskAllocator

code: typedef [TFixedAllocator](API\Runtime\Core\Containers\TFixedAllocator)< ComponentMaskDWORDSize > FComponentMaskAllocator


className: FComponentReader

code: typedef [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [FReadErased](API\Runtime\MovieScene\EntitySystem\FReadErased) > FComponentReader


className: FComponentReferenceCollectionPtr

code: typedef void(*)([FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) &, void *, int32) FComponentReferenceCollectionPtr


description: Will not invalidate any cachedFComponentTypeIDorTComponentTypeIDstructures

code: void DestroyComponentTypeSafe ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


code: const [FComponentTypeInfo](API\Runtime\MovieScene\EntitySystem\FComponentTypeInfo) & GetComponentTypeChecked ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


code: void DestroyComponentUnsafeFast ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


description: Retrive a mask of all components to be copied or migrated to outputs

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetCopyAndMigrationMask() const


description: Retrieve a mask of all data component types (ie all components that are not tags).

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetDataComponentTypes() const


description: Retrieve a mask of all components that are to be migrated to outputs if there are multiple entities animating the same thing

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetMigrationMask() const


description: Same as NewComponentType but specifically does not expose the component type to the reference graph. Use with caution!

code: template<typename T> [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > NewComponentTypeNoAddReferencedObjects ( const TCHAR *const DebugName, const [FNewComponentTypeParams](API\Runtime\MovieScene\EntitySystem\FNewComponentTypeParams) & Params )


description: Retrieve a mask of all components that are to be preserved

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetPreservationMask() const


code: template<typename T> void NewComponentTypeNoAddReferencedObjects ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > * Ref, const TCHAR *const DebugName, const [FNewComponentTypeParams](API\Runtime\MovieScene\EntitySystem\FNewComponentTypeParams) & Params )


description:
Transitory tag types must be unregistered when no longer required by calling DestroyComponentTypeSafe or Unsafe to prevent leaking component type IDs
A new component type identifier for the tag

code: template<typename T> [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > NewComponentType ( const TCHAR *const DebugName, const [FNewComponentTypeParams](API\Runtime\MovieScene\EntitySystem\FNewComponentTypeParams) & Params )


code: template<typename T> void NewComponentType ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > * Ref, const TCHAR *const DebugName, const [FNewComponentTypeParams](API\Runtime\MovieScene\EntitySystem\FNewComponentTypeParams) & Params )


code: [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) NewTag ( const TCHAR *const DebugName, [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Flags )


code: [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) & operator= ( const [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) & )


code: template<typename PropertyTraits> void NewPropertyType ( [TPropertyComponents](API\Runtime\MovieScene\EntitySystem\TPropertyComponents)< PropertyTraits > & OutComponents, const TCHAR * DebugName )


code: [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) & operator= ( [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) && )


code: FComponentRegistry ( [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) && )


code: FComponentRegistry ( const [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) & )


className: FComponentTypeDebugInfo

description: Debug information for a component type

code: struct FComponentTypeDebugInfo

DebugName

type: FString

DebugTypeName

type: const TCHAR ...

Type

type: EComponentDebug...


className: FComponentRegistry

code: struct FComponentRegistry

Factories

type: FEntityFactorie...


className: INVALID

code: static const uint16 INVALID = uint16(-1);


code: template<typename T> [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ReinterpretCast() const


className: FComponentTypeID::operator bool

code: operator bool() const


code: FComponentTypeID ( uint16 InValue )


code: static [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) FromBitIndex ( int32 BitIndex )


className: FComponentTypeID

code: struct FComponentTypeID


description: Construct a contiguous array of components

code: void ConstructItems ( void * Components, int32 Num ) const


description: Reference collect a contiguous array of components

code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & ReferenceCollector, void * ComponentStart, int32 Num ) const


description: Copy a contiguous array of components

code: void CopyItems ( void * Dest, const void * Source, int32 Num ) const


description: Destruct a contiguous array of components

code: void DestructItems ( void * Components, int32 Num ) const


description: Whether this component type describes a tag, i.e. a component with no data.

code: bool IsTag() const


description: Define complex component operations for this type of component without implementing AddReferencedObjects - use with caution!

code: template<typename T> void MakeComplexComponentOpsNoAddReferencedObjects()


description: Define complex component with a specific reference collection callback

code: template<typename T> void MakeComplexComponentOps ( [FComponentReferenceCollectionPtr](API\Runtime\MovieScene\EntitySystem\FComponentReferenceCollectionPtr) RefCollectionPtr )


description: Define complex component operations for this type of component

code: template<typename T> void MakeComplexComponentOps()


description: Copy a contiguous array of components

code: void RelocateConstructItems ( void * Dest, void * Source, int32 Num ) const


className: FComponentTypeInfo

description: Complete type information for a component within anFEntityManagerThis structure defines how to interact with the component data for operations such as copying, relocating, initializing, destructing and reference collection.

code: struct FComponentTypeInfo

Alignment

description: 1 byte - The required alignment of the component in bytes

bHasReferencedObjects

type: uint8:  1

bIsZeroConstructType

description: 1 byte - Type flags for the component type

ComplexComponentOps

type: TUniquePtr<ICo...

description: 16 bytes - Custom native definition for non-POD types

DebugInfo

type: TUniquePtr<FCo...

description: 8 Bytes - Debugging information primarily for natviz support

Sizeof

description: 1 byte - The size of the component in bytes


className: FCompositePropertyTypeID::operator bool


code: static [FCompositePropertyTypeID](API\Runtime\MovieScene\EntitySystem\FCompositePropertyTypeID) FromIndex ( int32 Index )


code: FCompositePropertyTypeID &40; int32 InTypeIndex &41;


className: FCompositePropertyTypeID

code: struct FCompositePropertyTypeID


description: Cast this type-erased view to a known data type. Only crude size checking is performned - user is responsible for ensuring that the cast is valid.

code: template<typename T> const T & ReinterpretCast() const


description: Retrieve the size of this component

code: int32 Sizeof() const


description: Construction from a specific piece of data. Specified data must outlive this view

code: template<typename T> FConstPropertyComponentView ( const T & InData )


description: Construction from a pointer to a piece of data, and its type's size. Specified data must outlive this view

code: FConstPropertyComponentView ( const void * InData, int32 InDataSizeof )


className: FConstPropertyComponentView

description: Type-erased view of a constant component. Used for passing typed data through theIPropertyComponentHandlerinterface

code: struct FConstPropertyComponentView


code: int32 FindCustomAccessorIndex ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassType, [FName](API\Runtime\Core\UObject\FName) PropertyPath ) const


code: const [FCustomPropertyAccessor](API\Runtime\MovieScene\EntitySystem\FCustomPropertyAccessor) & operator[] ( int32 InIndex ) const


code: template<typename T, typename Allocator> FCustomAccessorView ( const [TArray](API\Runtime\Core\Containers\TArray)< T, Allocator > & InArray )


className: FCustomAccessorView

code: struct FCustomAccessorView


className: FCustomPropertyAccessor

code: struct FCustomPropertyAccessor

AdditionalTag

type: FComponentTypeI...

description: (Optional) An additional tag that should be applied alongside this property accessor component

Class

type: UClass*

description: The class of the object that the accessor applies to

PropertyPath

type: FName

description: The complete path name to the property from the class specified above


className: FCustomPropertyIndex

code: struct FCustomPropertyIndex


className: EDecomposedValueBlendType

code: enum EDecomposedValueBlendType { Absolute, Additive, AdditiveFromBase, }


className: FResult

code: struct FResult

Absolute

type: FAccumulatedWei...

description: Accumulated absolute values

Additive

type: double

description: Accumulated additive values (already weighted)


description:
Get the value that the channel behind the given entity should have in order for the combined blended values of all known channels to produce the desired current value.
The value that the entity's channel should have to produce the desired current value

code: double Recompose ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, double CurrentValue, const double * InitialValue ) const


className: FDecomposedValue

description: Some of these channels are "decomposed", i.e. their values are set aside and matched to the channel entity that produced them. The other channels are mixed together in a non-decomposed result.

code: struct FDecomposedValue

DecomposedAbsolutes

type: TArray<TTuple<...

description: Decomposed values for channels we're interested in.

Result

type: FResult

description: The absolute and additive values for all the non-decomposed channels


className: FDecompositionQuery

description: Defines an object to query, and the entities that should have their pre-blended component values extracted

code: struct FDecompositionQuery

bConvertFromSourceEntityIDs

type: bool

description: Whether the entities above are source entities or runtime entities

Entities

type: TArrayView< con...

description: Defines all the entities that should have their pre-component values extracted for recomposition

Object

type: UObject*

description: The object that is being decomposed


code: void AllocateNode ( uint16 NodeID )


code: void DestroyEdge ( uint16 FromNode, uint16 ToNode )


code: const TBitArray & GetVisited&40;&41; const


code: void Search &40; uint16 Node &41;


code: FBreadthFirstSearch &40; const FDirectedGraph &42; InGraph &41;


className: FBreadthFirstSearch

code: struct FBreadthFirstSearch

Nodes

type: TArray< uint16 ...


code: FDepthFirstSearch &40; const FDirectedGraph &42; InGraph &41;


className: FDepthFirstSearch

code: struct FDepthFirstSearch


code: FDirectionalEdge &40; uint16 InFromNode, uint16 InToNode &41;


className: FDirectionalEdge

code: struct FDirectionalEdge


code: const TBitArray & GetCyclicEdges&40;&41; const


code: bool IsCyclic &40; const uint16 EdgeIndex &41; const


code: void SearchFrom &40; uint16 NodeID &41;


code: FDiscoverCyclicEdges &40; const FDirectedGraph &42; InGraph &41;


className: FDiscoverCyclicEdges

code: struct FDiscoverCyclicEdges


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FDirectionalEdge](API\Runtime\MovieScene\EntitySystem\FDirectedGraph\FDirectionalEdge) > GetEdges() const


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetNodeMask() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FDirectionalEdge](API\Runtime\MovieScene\EntitySystem\FDirectedGraph\FDirectionalEdge) > GetEdgesFrom ( uint16 InNode ) const


code: bool HasEdgeFrom ( uint16 InNode ) const


code: bool HasEdgeTo ( uint16 InNode ) const


code: bool IsNodeAllocated ( uint16 NodeID ) const


code: void MakeEdge ( uint16 FromNode, uint16 ToNode )


code: void RemoveNode ( uint16 NodeID )


code: [FString](API\Runtime\Core\Containers\FString) ToString ( const [UE::MovieScene::FDirectedGraphStringParameters](API\Runtime\MovieScene\EntitySystem\FDirectedGraphStringParameters) & Parameters ) const


code: [FString](API\Runtime\Core\Containers\FString) ToString ( const [UE::MovieScene::FDirectedGraphStringParameters](API\Runtime\MovieScene\EntitySystem\FDirectedGraphStringParameters) & Parameters, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint16, FStringBuilderBase &)> EmitLabel ) const


className: FDirectedGraph

description: Directed graph represented as a bitarray for allocated nodes, and edges defined by pairs of integers (from->to).

code: struct FDirectedGraph


className: FDirectedGraphStringParameters

code: struct FDirectedGraphStringParameters

ClusterName

type: FStringView

Color

type: FColor


className: FEasingComponentData

description: Easing component data.

code: struct FEasingComponentData

Section

type: TObjectPtr<UMo...


description:
Find a component header by its type
A pointer to the component header, or nullptr if one was not found

code: const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * FindComponentHeader ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


code: [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * FindComponentHeader ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


description: Retrieve the number of entities this allocation can currently house without reallocation

code: int32 GetCapacity() const


description: Retrieve the address of this allocation's component data. Only to be used for construction of TRelativePtrs.

code: const void * GetComponentDataAddress() const


description:
Get a reference to a component header by its type. Will fail an assertion if it does not exist.
A reference to the component header

code: const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) & GetComponentHeaderChecked ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


code: [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) & GetComponentHeaderChecked ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


description: Retrieve all of this allocation's component and tag headers.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) > GetComponentHeaders() const


description: Get this allocation's current lock mode


description: Retrieve all of this allocation's entity IDs

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > GetEntityIDs() const


description: Get the number of component types and tags that exist within this allocation

code: int32 GetNumComponentTypes() const


description: Retrieve the maximum number of entities that this allocation is allowed to grow to until a new one must be made

code: int32 GetMaxCapacity() const


description: Retrieve all of this allocation's entity IDs as a raw ptr

code: const [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) * GetRawEntityIDs() const


description: Retrieve the amount of empty space within this allocation

code: int32 GetSlack() const


description: Get the unique identifier for this allocation. This identifier is unique to the specific allocation and entity manager, but is not globally unique. Typically used for caching component data on a per-allocation basis

code: uint32 GetUniqueID() const


description: Retrieve this allocation's serial number. The serial number is incremented whenever a component is modified on this allocation, or when an entity is added or removed. Typically used for caching component data on a per-allocation basis

code: bool HasStructureChangedSince ( uint64 InSystemVersion ) const


description: Retrieve the number of entities in this allocation

code: int32 Num() const


code: [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) & operator= ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) & )


description: Called when this allocation has been modified. Will invalidate any cached data based of this allocation's serial number

code: void PostModifyStructureExcludingHeaders ( [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext )


code: void PostModifyStructure ( [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext )


description: Read typed component data for the specified component type

code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< T > > ReadComponents ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentType ) const


description: Read type-erased component data for the specified component type

code: [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [FReadErased](API\Runtime\MovieScene\EntitySystem\FReadErased) > ReadComponentsErased ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType ) const


description:
Check whether this allocation has the specified component type
true if these entities have the specified component, false otherwise

code: bool HasComponent ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


description: Write typed component data for the specified component type

code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TReadOptional](API\Runtime\MovieScene\EntitySystem\TReadOptional)< T > > TryReadComponents ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentType ) const


description: Attempt to read type-erased component data for the specified component type

code: [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [FReadErasedOptional](API\Runtime\MovieScene\EntitySystem\FReadErasedOptional) > TryReadComponentsErased ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType ) const


description: Attempt to write typed component data for the specified component type

code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TWriteOptional](API\Runtime\MovieScene\EntitySystem\TWriteOptional)< T > > TryWriteComponents ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentType, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext ) const


code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TWrite](API\Runtime\MovieScene\EntitySystem\TWrite)< T > > WriteComponents ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentType, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext ) const


description: Write type-erased component data for the specified component type

code: [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [FWriteErased](API\Runtime\MovieScene\EntitySystem\FWriteErased) > WriteComponentsErased ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext ) const


description: Constructor that initializes the defaults for this structure. CAUTION: Does not initialize ComponentHeaders - these constructors must be called manually

code: FEntityAllocation()


description: Entity allocations are non-copyable

code: FEntityAllocation ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) & )


description: Manually invoked destructor that calls the destructor of each component header according to the number of components

code: ~FEntityAllocation()


code: [FEntityAllocationIterator](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIterator) & operator= ( [FEntityAllocationIterator](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIterator) && )


className: FEntityAllocation

description: uint32 {UniqueID}, uint16 {NumComponents}, uint16 {Size}, uint16 {Capacity}, uint16 {MaxCapacity}, uint32 {SerialNumber}, FMovieSceneEntityID* {EntityIDs}, < points toFMovieSceneEntityIDarray at end of structureFComponentHeader[NumComponents], < each component header contains a component array ptr that points to its corresponding type array below (padding)FMovieSceneEntityID[Capacity], (padding) ComponentType1[Capacity], (padding) ComponentType2[Capacity], (padding) ComponentType3[Capacity],

code: struct FEntityAllocation

ComponentHeaders

type: FComponentHeade...

description: Pointer to array of the component headers of size NumComponents (stored in the end padding of this structure).


description: Test whether this iterator is valid (ie not at the end of the iteration)

code: bool operator!= ( const [FEntityAllocationIterator](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIterator) & Other ) const


description: Attempt to write type-erased component data for the specified component type

code: [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [FWriteErasedOptional](API\Runtime\MovieScene\EntitySystem\FWriteErasedOptional) > TryWriteComponentsErased ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentType, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext ) const


description: Retrieve the entity allocation that this iterator represents. Only valid if this iterator !=end()


description: Increment this iterator to the next matching allocation. Only valid if this iterator !=end()


description: End iterator constructor

code: FEntityAllocationIterator ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * InManager )


code: FEntityAllocationIterator ( [FEntityAllocationIterator](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIterator) && )


description: Construction from the entity manager to iterate, and a filter

code: FEntityAllocationIterator ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * InManager, const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * InFilter )


description: Destructor

code: ~FEntityAllocationIterator()


className: FEntityAllocationIterator

description: Object that iterates all entity allocations that match a specific filter

code: struct FEntityAllocationIterator


description: ~ Do not use directly - for stl iteration


code: FEntityAllocationIteratorProxy ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * InManager, const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * InFilter )


className: FEntityAllocationIteratorProxy

description: Iterator proxy type returned fromFEntityManager::Iteratethat supports ranged-for iteration of all entity allocations matching the specified filter

code: struct FEntityAllocationIteratorProxy


code: void operator= ( const [FEntityAllocationMutexGuard](API\Runtime\MovieScene\EntitySystem\FEntityAllocationMutexGuard) & )


code: void operator= ( const [FEntityAllocationMutexGuard](API\Runtime\MovieScene\EntitySystem\FEntityAllocationMutexGuard) && )


code: FEntityAllocationMutexGuard ( const [FEntityAllocationMutexGuard](API\Runtime\MovieScene\EntitySystem\FEntityAllocationMutexGuard) & )


code: FEntityAllocationMutexGuard ( const [FEntityAllocationMutexGuard](API\Runtime\MovieScene\EntitySystem\FEntityAllocationMutexGuard) && )


code: FEntityAllocationMutexGuard ( [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * InAllocation, [EComponentHeaderLockMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentHeader-) InLockMode )


code: ~FEntityAllocationMutexGuard()


className: FEntityAllocationMutexGuard

description: Scoped guard that temporarily overrides the locking mechanism for a specific allocation. In order to guarantee thread-safety, this structure only actually does anything if InLockMode is specified as LockFree

code: struct FEntityAllocationMutexGuard


description: Gets the entity allocation

code: const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * GetAllocation() const


description: Gets the entity allocation


description: Return this allocation's index within the entity manager

code: int32 GetAllocationIndex() const


description: Gets the entity allocation component mask

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetAllocationType() const


code: static [FEntityAllocationProxy](API\Runtime\MovieScene\EntitySystem\FEntityAllocationProxy) MakeInstance ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * InManager, int32 InAllocationIndex )


className: FEntityAllocationProxy::operator const FComponentMask &

description: Implicit cast to a component mask

code: operator const FComponentMask &() const


className: FEntityAllocationProxy::operator const FEntityAllocation *

description: Implicit cast to an entity allocation

code: operator const FEntityAllocation *() const


description: Implicit cast to an entity allocation

code: operator FEntityAllocation *()


className: FEntityAllocationProxy

description: No constructors are accessible with public or protected access.

code: struct FEntityAllocationProxy


code: [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) Add ( [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InOther ) const


code: uint64 GetSystemSerial() const


code: [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) Subtract ( [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InOther ) const


code: FEntityAllocationWriteContext ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) & EntityManager )


className: FEntityAllocationWriteContext

code: struct FEntityAllocationWriteContext


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & All ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & All ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Any ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Any ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & AnyLenient ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Combine ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & CombineWith )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Complex ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) ComplexMode )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Complex ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) ComplexMode )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Deny ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


code: bool Match ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & Input ) const


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & None ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & None ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponentTypes )


className: FEntityDataLocation

code: struct FEntityDataLocation

Allocation

type: FEntityAllocati...


className: FEntityComponentFilter

code: struct FEntityComponentFilter


description: This resolves all the parent-to-child relationships.

code: int32 ComputeChildComponents ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ParentComponentMask, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ChildComponentMask )


description: This resolves all the mutual and complex inclusivity relationships.

code: int32 ComputeMutuallyInclusiveComponents ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) MutualTypes, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ComponentMask, [FMutualComponentInitializers](API\Runtime\MovieScene\EntitySystem\FMutualComponentInitializers) & OutInitializers )


description: Defines a component as something that should always be created on every child entity.

code: void DefineChildComponent ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InChildComponent )


code: [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Deny ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InComponentMask )


description: Adds the definition for a child component. The helper methods above are easier and preferrable.

code: void DefineChildComponent ( [TInlineValue](API\Runtime\Core\Misc\TInlineValue)< [FChildEntityInitializer](API\Runtime\MovieScene\EntitySystem\FChildEntityInitializer) > && InInitializer )


description: Specifies that if a component is present on a parent entity, the given child component should be created on any child entity.

code: void DefineChildComponent ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InParentComponent, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InChildComponent )


description: include "EntitySystem/MovieSceneEntityFactoryTemplates.h" for definition

code: template<typename ParentComponent, typename ChildComponent, typename InitializerCallback> void DefineChildComponent ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< ParentComponent > InParentType, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< ChildComponent > InChildType, InitializerCallback && InInitializer )


description: Defines a new complex inclusivity relationship. The helper methods above are easier and preferrable.

code: void DefineComplexInclusiveComponents ( const [FDeprecatedComplexInclusivity](API\Runtime\MovieScene\EntitySystem\FEntityFactories\FDeprecatedCompl-) & InInclusivity )


description: Specifies that if an entity matches the given filter, the specified component should be created on it.

code: void DefineComplexInclusiveComponents ( const [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) & InFilter, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponent )


description: Specifies that if an entity matches the given filter, the specified components should be created on it.

code: void DefineComplexInclusiveComponents ( const [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) & InFilter, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InComponents, [FMutuallyInclusiveComponentParams](API\Runtime\MovieScene\EntitySystem\FMutuallyInclusiveComponentParam-) && Params )


description: the inverse is not implied (ie B can still exist without A)

code: void DefineMutuallyInclusiveComponent ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentA, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentB )


code: void DefineMutuallyInclusiveComponents ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentA, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InMutualComponents )


description: Specifies a mutual inclusivity relationship along with a custom initializer for initializing the mutual component(s)

code: void DefineMutuallyInclusiveComponents ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentA, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > InMutualComponents, [FMutuallyInclusiveComponentParams](API\Runtime\MovieScene\EntitySystem\FMutuallyInclusiveComponentParam-) && Params )


code: template<typename... ComponentTypes> void DefineComplexInclusiveComponents ( const [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) & InFilter, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponent, ComponentTypes... InComponents )


code: template<typename ComponentType> void DuplicateChildComponent ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< ComponentType > InComponent )


code: void RunInitializers ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ParentType, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ChildType, const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * ParentAllocation, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > ParentAllocationOffsets, const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & InChildEntityRange )


className: FEntityFactories

description: A source component (imported from an entity provider) can trigger the creation of other components on the same entity or on children entities of its entity.

code: struct FEntityFactories


code: FEntityHandle &40; FMovieSceneEntityID InEntityID, uint32 InHandleGeneration &41;


code: bool IsValid ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) & ) const


className: FEntityHandle

code: struct FEntityHandle


className: AccessType

code: typedef const [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) AccessType


code: [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > LockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext ) const


code: [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > ResolvePreLockedComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, const [FPreLockedDataPtr](API\Runtime\MovieScene\EntitySystem\FPreLockedDataPtr) * Ptr, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext ) const


code: void PreLockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [FPreLockedDataPtr](API\Runtime\MovieScene\EntitySystem\FPreLockedDataPtr) * PrelockedComponentData ) const


className: PreLockedDataNum

code: static constexpr int32 PreLockedDataNum = 1;


className: FEntityIDAccess

code: struct FEntityIDAccess


className: FEntityImportParams

code: struct FEntityImportParams

EntityMetaData

type: constFMovieSce...

InterrogationInstance

type: FInterrogationI...

InterrogationKey

type: FInterrogationK...

Sequence

type: FEntityImportSe...


className: FEntityImportSequenceParams

code: struct FEntityImportSequenceParams

bDynamicWeighting

type: bool:  1

DefaultCompletionMode

type: EMovieSceneComp...

InstanceHandle

type: FInstanceHandle

RootInstanceHandle

type: FRootInstanceHa...

SequenceID

type: FMovieSceneSequ...

SubSectionFlags

type: EMovieSceneSubS...


className: FEntityInfo

code: struct FEntityInfo

Data

type: FEntityDataLoca...

EntityID

type: FMovieSceneEnti...


className: FEntityIterationResult::operator bool

code: operator bool() const


description: Remove linker entity IDs that exist in the specified set since they are no longer valid

code: void CleanupLinkerEntities ( const [TSet](API\Runtime\Core\Containers\TSet)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > & LinkerEntities )


className: FEntityIterationResult

description: Utility that promotes callbacks that return void to always return 'true' when iterating entities

code: struct FEntityIterationResult

Value

type: bool


description: Check whether any of the entities in this ledger or their children match the specified filter

code: bool Contains ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Filter ) const


description: Find an imported entity

code: [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) FindImportedEntity ( const [FMovieSceneEvaluationFieldEntityKey](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-) & EntityKey ) const


description: Check whether the specified entity is being tracked by this ledger at all

code: bool HasImportedEntity ( const [FMovieSceneEvaluationFieldEntityKey](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-) & EntityKey ) const


description: Find imported entities

code: void FindImportedEntities ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > EntityOwner, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > & OutEntityIDs ) const


description: Indicate that the specified field entity is currently being evaluated

code: void ImportEntity ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FEntityImportSequenceParams](API\Runtime\MovieScene\EntitySystem\FEntityImportSequenceParams) & ImportParams, const [FMovieSceneEntityComponentField](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentField) * EntityField, const [FMovieSceneEvaluationFieldEntityQuery](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-_3) & Query )


description: Invalidate any and all entities that are currently being tracked, causing new linker entities to be created on the next evaluation, and ones to become unlinked (preserving any components with the preserve flag)

code: void Invalidate()


description: Check whether this ledger contains any information at all (ie is tracking any global entities, even if it has not created any linker entities for them)

code: bool IsEmpty() const


description: Mutate all the entities within this ledger by using the specified filter

code: void MutateAll ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Filter, const [IMovieScenePerEntityMutation](API\Runtime\MovieScene\EntitySystem\IMovieScenePerEntityMutation) & Mutation ) const


description: Called in order to tag garbage as NeedsUnlink

code: void TagGarbage ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


description: Unlink all imported linker entities and their children, whilst maintaining the map of imported entities

code: void UnlinkEverything ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


description:
Unlink all imported one-shot linker entities and their children and clear the list of one shots
A mask representing the changes made to the environment

code: void UnlinkOneShots ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


description: To be called any time this ledger's instance is to be evaluated with a different set of entities - updates the set of entities that are required for the current evaluation environment

code: void UpdateEntities ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FEntityImportSequenceParams](API\Runtime\MovieScene\EntitySystem\FEntityImportSequenceParams) & ImportParams, const [FMovieSceneEntityComponentField](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentField) * EntityField, const FMovieSceneEvaluationFieldEntitySet & NewEntities )


className: FEntityLedger

description: An entity ledger is responsible for tracking the entites that have been imported for the currently relevant frame of a sequence instance. It is responsible for linking and unlinking new and expired entities in the linker's entity manager based on the current set of entities required for evaluation.

code: struct FEntityLedger


description: Set up an entity to be a child of another. Child entities will only be cleaned up if their parents are marked Unlink, and TagOrphanedChildren is called

code: void AddChild ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) ParentID, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) ChildID )


description: Add the specified component type to an entity. The component value will be default-initialized.

code: void AddComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


description: Add the specified component value to an entity

code: void AddComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Recursion )


code: template<typename T, typename ValueType> void AddComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentTypeID, ValueType && InValue )


description: Add the specified components to an entity. Existing components will remain unchanged. New component values will be default-initialized.

code: void AddComponents ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & EntityComponentMask )


code: void AddComponents ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & EntityComponentMask, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Recursion )


description: Update any one-shot entities for the current frame

code: void UpdateOneShotEntities ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FEntityImportSequenceParams](API\Runtime\MovieScene\EntitySystem\FEntityImportSequenceParams) & ImportParams, const [FMovieSceneEntityComponentField](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentField) * EntityField, const FMovieSceneEvaluationFieldEntitySet & NewEntities )


description: Accumulate a mask from all entity types that match the specified filter

code: void AccumulateMask ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & InFilter, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutMask ) const


description: Run through all entities in this entity manager, ensuring that all mutual components exist

code: void AddMutualComponents()


description: Run through all entities in this entity manager, ensuring that all mutual components exist for any component types that match the specified filter

code: void AddMutualComponents ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & InFilter )


description: Explicitly add referenced objects from an external source. This is not called by default for the global entity manager because each entity owner should do so to avoid cyclic dependencies.

code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & ReferenceCollector )


description:
May allocate fewer than the desired number due to allocation capacity constraints. As such, subsequent calls may be required.
A structure that points to the first entity that was allocated.

code: [FEntityDataLocation](API\Runtime\MovieScene\EntitySystem\FEntityDataLocation) AllocateContiguousEntities ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & EntityComponentMask, int32 * InOutNum )


description:
Allocate a new entity with no components
A stable ID that relates to this entity. Will remain valid until the entity is freed


description:
Allocate a single entity with the specified components
A structure that points to the allocated entity.

code: [FEntityInfo](API\Runtime\MovieScene\EntitySystem\FEntityInfo) AllocateEntity ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & EntityComponentMask )


code: void CheckCanChangeStructure() const


description: Changes the components that exist on an entity to a new mask

code: void ChangeEntityType ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) InEntity, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InNewMask )


description: Combine the components from one entity into another, overwriting any pre-existing component values. Does not free any entities.

code: void CombineComponents ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) DestinationEntityID, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) SourceEntityID, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) * OptionalMask )


description: Compute and return this entity manager's threading model. Does not change the current cached threading model.


description: Goes through all entity data and compacts like-for-like allocations into as few allocations as possible, resulting in the optimal data layout

code: void Compact()


description:
Efficiently test whether this entity manager contains any allocations that match the specified filter
True if the entity manager contains any allocations that match the filter, false otherwise

code: bool Contains ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & InFilter ) const


description:
Does not check whether the components exist on the same entity, just that they are present in the manager. Use Contains for a thorough filter match.
true if each of the specified components exist anywhere in this manager, false otherwise

code: bool ContainsAllComponents ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > ComponentTypeIDs ) const


description:
Check whether any entity in this manager has any of the specified components
true if any one of the specified components exist anywhere in this manager, false otherwise

code: bool ContainsAnyComponent ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > ComponentTypeIDs ) const


code: bool ContainsAnyComponent ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ComponentTypeIDs ) const


description:
Check whether any entity in this manager has the specified component
true if the specified component exists anywhere, false otherwise

code: bool ContainsComponent ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


description: Copy the specified component type from an entity if it exists.

code: bool CopyComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) SrcEntityID, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) DstEntityID, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID )


description: Copy any and all the specified component types from one entity onto another. Missing components on the source entity are handled gracefully.

code: void CopyComponents ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) SrcEntityID, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) DstEntityID, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ComponentsToCopy )


code: void CopyComponents &40; int32 DestAllocationIndex, int32 DestEntityIndex, int32 SourceAllocationIndex, int32 SourceEntityIndex, const FComponentMask &42; OptionalMask &41;


description: Does not consider per-allocation overhead such as header sizes and other per-allocation meta-data

code: void CountMemory ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID )


description:
Defines a new child initializer that applies only to entities factoried within this entity manager
An index into the array of initializers that should be used for removal

code: int32 DefineInstancedChildInitializer ( [TInlineValue](API\Runtime\Core\Misc\TInlineValue)< [FChildEntityInitializer](API\Runtime\MovieScene\EntitySystem\FChildEntityInitializer) > && InInitializer )


description: Destroy this entity manager and all the entities and components contained within it, resetting it back to its default state

code: void Destroy()


description: Destroy a previously registered instanced child initializer using its index

code: void DestroyInstancedChildInitializer ( int32 Index )


className: ELockdownState

code: enum ELockdownState { Locked, Unlocked, }


description:
Duplicate an entity, by creating an exact copy with a new ID
An ID to a new entity that has exactly the same combination and value of components as InOther

code: [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) DuplicateEntity ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) InOther )


code: void EnterIteration() const


className: EMemoryType

code: enum EMemoryType { Uninitialized, DefaultConstructed, }


description: Remove all but the specified components from an entity.

code: void FilterComponents ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & EntitiesToKeep )


description:
Free all entities that match the specified filter
The number of entities released

code: int32 FreeEntities ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Filter, [TSet](API\Runtime\Core\Containers\TSet)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > * OutFreedEntities )


description:
Free all entities defined by the specified operation
The number of entities released

code: int32 FreeEntities ( const [FFreeEntityOperation](API\Runtime\MovieScene\EntitySystem\FFreeEntityOperation) & Operation, [TSet](API\Runtime\Core\Containers\TSet)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > * OutFreedEntities )


description:
Free an entity and relinquish its entity ID
The number of entities released

code: void FreeEntity ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID )


description: Retrieve an up-to-date accumulation of all components present on entities in this manager

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetAccumulatedMask() const


description: the array will not be emptied by this function - that is the responsibility of the callee, if desired.

code: void GetChildren_ParentFirst ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) ParentID, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > & OutChildren ) const


code: [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) * GetComponents() const


description:
Retrieve an entity's allocation and component offset from its ID
A structure that points to the allocated entity.

code: [FEntityInfo](API\Runtime\MovieScene\EntitySystem\FEntityInfo) GetEntity ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID ) const


description:
Retrieve a handle to an entity
A handle that points to the allocated entity.

code: [FEntityHandle](API\Runtime\MovieScene\EntitySystem\FEntityHandle) GetEntityHandle ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID )


description:
Retrieve the type mask for this component
The type mask for this entity, or an empty mask if it has no components

code: const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & GetEntityType ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) InEntity ) const


code: uint32 GetHandleGeneration() const


description: Retrieve the entity filter that should be used for any entity iteration. Can be used to constrain all iterations to specific types

code: const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & GetGlobalIterationFilter() const


description: Find a component type hander from its registered GUID

code: static [IComponentTypeHandler](API\Runtime\MovieScene\EntitySystem\IComponentTypeHandler) * FindComponentTypeHandler ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ComponentGuid )


code: void GetImmediateChildren ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) ParentID, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > & OutChildren ) const


description: Get the current serial number for any system ovserving this entity manager. This serial number acts as a timestamp for the current state of this entity manager - any serial number more recent than this dictates more recent logic or state.

code: uint64 GetSystemSerial() const


description: Get this entitiy manager's current threading model based on the last time UpdateThreadingModel was called.


description: Check whether the specified component has a component of the specified type

code: bool HasComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) ComponentTypeID ) const


description: Check whether the structure of this entity manager has changed at all since the specified serial number

code: bool HasStructureChangedSince ( uint64 CachedSerial ) const


description: Increment the current serial number for systems observing this manager. Should be called after any system is run

code: void IncrementSystemSerial ( uint64 IncAmount )


description: Runs all initializers for the specified parent/child allocation

code: void InitializeChildAllocation ( const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ParentType, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ChildType, const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * ParentAllocation, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > ParentAllocationOffsets, const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & InChildEntityRange )


description:
does not check serial numbers - should only be used when you are certain that another entity can not have been allocated over the top of the specified entity ID
true if the entity ID is allocated, false otherwise

code: bool IsAllocated ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityID ) const


description:
Check whether the specified entity handle is still valid
true if the entity ID is allocated, false otherwise

code: bool IsHandleValid ( [FEntityHandle](API\Runtime\MovieScene\EntitySystem\FEntityHandle) EntityID ) const


code: template<typename IteratorType> void IterateImmediateChildren ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) ParentID, IteratorType && Iterator ) const


description: Called in order to mimic the entity structure changing, even if it has not

code: void MimicStructureChanged()


description: Care should be take to reset this back to its original state when done, as leaving this populated during the instantiation phase can result in undefined results.


description:
Efficiently mutate all entities that match a filter. Mutations can add or remove components from batches of entity data.
The number of entities that were mutated, or 0 if none were matched

code: int32 MutateAll ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Filter, const [IMovieSceneEntityMutation](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityMutation) & Mutation, [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) MutualTypes )


description:
Iterate through all the allocations that match the specified component filter
An iterator object that walks over all allocations matching the filter.

code: [FEntityAllocationIteratorProxy](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIteratorProxy) Iterate ( const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * InFilter ) const