description: Iterate all children, grandchildren etc of the specified entity using a parent first traversal

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


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

module: MovieScene

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


description: Called whenUObjectArray is being shut down, this is where all listeners should be removed from it


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


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


description: Duplicate an entity over the top of an existing entity ID

code: void OverwriteEntityWithDuplicate ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) & InOutEntity, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) InEntityToDuplicate )


description:
this is a general purpose convenience utility which should not be used for high-performance runtime code. SeeFEntityTaskBuilder.
A scoped component ptr that points directly to the entity's component, or nullptr if it does not exist

code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TReadOptional](API\Runtime\MovieScene\EntitySystem\TReadOptional)< T > > ReadComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Entity, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentTypeID ) const


description:
this is a general purpose convenience utility which should not be used for high-performance runtime code. SeeFEntityTaskBuilder.
The component value

code: template<typename T> T ReadComponentChecked ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Entity, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentTypeID ) const


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

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


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


description: Remove the specified components from an entity, if they exist.

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


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


description: Replace an entity ID with the components from another, discarding the provided entity ID in the process

code: void ReplaceEntityID ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) & InOutEntity, [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) EntityToDiscard )


code: void SetDispatchThread ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) InDispatchThread )


code: void SetComponentRegistry ( [FComponentRegistry](API\Runtime\MovieScene\EntitySystem\FComponentRegistry) * InComponents )


description: Set a debug name for this entity manager

code: void SetDebugName ( [FString](API\Runtime\Core\Containers\FString) && InNewDebugName )


code: void SetGatherThread ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) InGatherThread )


description: Allocation and component serial numbers relate to the entire allocation of entities that this entity resides within. As such, it will invalidate downstream caches for any cache that relates to the entire allocation

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


description: Compute and store the current threading model.

code: void UpdateThreadingModel()


code: template<typename T> [TComponentLock](API\Runtime\MovieScene\EntitySystem\TComponentLock)< [TWriteOptional](API\Runtime\MovieScene\EntitySystem\TWriteOptional)< T > > WriteComponent ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Entity, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentTypeID )


description: this is a general purpose convenience utility which should not be used for high-performance runtime code. SeeFEntityTaskBuilder.

code: template<typename T, typename ValueType> void WriteComponentChecked ( [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Entity, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > ComponentTypeID, ValueType && Value )


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


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


className: FEntityManager

description: Entity Component data is stored in allocations organized by each unique combination of components. Each component type is stored as a contiguous array within each allocation, with each entity's component being a fixed offset from the start of each component array. This enables efficient read/write access into specific component arrays and makes issuing parallel tasks that require component data trivial. SeeFEntityAllocationfor a more detailed explanation of entity component data layout.

code: class FEntityManager : public [FUObjectArray::FUObjectDeleteListener](API\Runtime\CoreUObject\UObject\FUObjectArray\FUObjectDeleteListener)


className: FEntityRange

description: Defines a contiguous range of entities within an allocation

code: struct FEntityRange

Allocation

type: constFEntityAl...


className: FEntitySystemLinkerExtensionID

description: Base extension identifier for aUMovieSceneEntitySystemLinker

code: struct FEntitySystemLinkerExtensionID


className: FEntityTaskBuilder

description: Main entry point utility for create tasks that run over component data

code: struct FEntityTaskBuilder : public [UE::MovieScene::TEntityTaskComponents<>](API\Runtime\MovieScene\EntitySystem\TEntityTaskComponents)


code: [FOptionalComponentReader](API\Runtime\MovieScene\EntitySystem\FOptionalComponentReader) LockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [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;


code: [FReadErasedOptional](API\Runtime\MovieScene\EntitySystem\FReadErasedOptional) 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


className: FEntityOutputAggregate

description: Aggregate of multiple input entities for an output defined in a TOverlappingEntityTracker

code: struct FEntityOutputAggregate

bNeedsRestoration

type: bool


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


className: FErasedOptionalReadAccess

code: struct FErasedOptionalReadAccess : public [UE::MovieScene::FReadAccess](API\Runtime\MovieScene\EntitySystem\FReadAccess)


code: [FComponentReader](API\Runtime\MovieScene\EntitySystem\FComponentReader) LockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext ) const


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


className: FErasedReadAccess

code: struct FErasedReadAccess : public [UE::MovieScene::FReadAccess](API\Runtime\MovieScene\EntitySystem\FReadAccess)


code: [FComponentWriter](API\Runtime\MovieScene\EntitySystem\FComponentWriter) LockComponentData ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext ) const


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


className: FErasedWriteAccess

code: struct FErasedWriteAccess : public [UE::MovieScene::FWriteAccess](API\Runtime\MovieScene\EntitySystem\FWriteAccess)


className: FEvaluatedTime

code: struct FEvaluatedTime

FrameTime

type: FFrameTime

Seconds

type: double


className: FEvaluationHookFlags

code: struct FEvaluationHookFlags


code: void MarkAllocationForFree ( int32 AllocationIndex )


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


code: [FWriteErased](API\Runtime\MovieScene\EntitySystem\FWriteErased) 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: FFreeEntityOperation ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * InEntityManager )


className: FFreeEntityOperation

code: struct FFreeEntityOperation


code: template<typename T> static void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & ReferenceCollector, T * In )


code: static constexpr bool IsGarbage ( ... )


code: template<typename T> static std::enable_if_t< [TPointerIsConvertibleFromTo](API\Runtime\Core\Templates\TPointerIsConvertibleFromTo_1)< T, const [UObject](API\Runtime\CoreUObject\UObject\UObject) >::Value, bool > IsGarbage ( T * InObject )


code: static bool IsGarbage ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InObject )


code: template<typename T> static bool IsGarbage ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< T > & InObject )


className: FGarbageTraits

code: struct FGarbageTraits


code: template<typename BuilderType> void AddBuilder ( BuilderType && InBuilder )


className: FImportedEntity

code: struct FImportedEntity


description:
Care should be taken to ensure that the template parameter matches the traits defined by theTPropertyComponentsfor the property.
Property storage for the initial values or nullptr if none exists

code: template<typename PropertyTraits> [TPropertyValueStorage](API\Runtime\MovieScene\EntitySystem\TPropertyValueStorage)< PropertyTraits > * FindStorage ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InitialValueType )


code: [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Manufacture ( const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\FEntityImportParams) & Params, [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager )


description: Retrieve the extension ID for this structure when added to aUMovieSceneEntitySystemLinker


description: The instance is not referenced internally, so will be destroyed when all externally owned shared pointers are destroyed.


description:
Care should be taken to ensure that the template parameter matches the traits defined by theTPropertyComponentsfor the property.
Property storage for the initial values

code: template<typename PropertyTraits> [TPropertyValueStorage](API\Runtime\MovieScene\EntitySystem\TPropertyValueStorage)< PropertyTraits > * GetStorage ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InitialValueType )


description: Reset all the initial values that relate to the specified type and indices

code: void Reset ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InitialValueType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FInitialValueIndex](API\Runtime\MovieScene\EntitySystem\FInitialValueIndex) > InitialValueIndices )


className: FInitialValueCache

description: Container that houses initial values for any properties animated throughFEntityManagerEach type is stored in its own container, organized by the initial value component ID The cache is stored as a singleton (through GetSharedInitialValues()) and added as an extension toUMovieSceneEntitySystemLinkerwhere it is active.

code: struct FInitialValueCache


code: FInstanceHandle ( uint16 InInstanceID, uint16 InInstanceSerial )


className: FInstanceHandle

description: A handle to an active instance of aUMovieSceneSequence

code: struct FInstanceHandle


code: [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) AllocateRootInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player )


code: [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) AllocateSubInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) RootInstance, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) ParentInstanceHandle )


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


code: void DestroyInstance ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle )


description: This method will look up the hierarchy root from the given instance handle, and then look for the appropriate sub-instance with the given sequence ID.

code: [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) FindRelatedInstanceHandle ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID ) const


className: FInitialValueIndex

description: Type-safe index that defines a unique index of an initial value within aTPropertyValueStorageinstance This struct is added as a component to all entities with initial values inside non-interrogated linkers

code: struct FInitialValueIndex


code: const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & GetContext ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle ) const


code: const [FSequenceInstance](API\Runtime\MovieScene\EntitySystem\FSequenceInstance) & GetInstance ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle ) const


code: [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * GetLinker() const


code: const [TSparseArray](API\Runtime\Core\Containers\TSparseArray)< [FSequenceInstance](API\Runtime\MovieScene\EntitySystem\FSequenceInstance) > & GetSparseInstances() const


code: bool HasInvalidatedBindings() const


code: void InvalidateObjectBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBindingID, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle )


code: bool IsBindingInvalidated ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBindingID, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle ) const


code: bool IsHandleValid ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle ) const


code: [FSequenceInstance](API\Runtime\MovieScene\EntitySystem\FSequenceInstance) & MutateInstance ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle )


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


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


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


className: FInstanceRegistry

description: Core concept that is required by all entities and systems - should be located on the core system manager itself

code: struct FInstanceRegistry


description: A default interrogation channel that can be used when interrogation is only operating on a single set of tracks


description: Retrieve the first allocatable channel when dealing with multiple groupings of tracks


description: Get the underlying numeric representation of this channel

code: int32 AsIndex() const


description: An invalid channel. Should only be used for comparison.


description: Check whether this channel is valid

code: bool IsValid() const


description: Make a channel from an index known to already relate to a valid channel

code: static [FInterrogationChannel](API\Runtime\MovieScene\EntitySystem\FInterrogationChannel) FromIndex ( int32 InIndex )


description: Retrieve the last allocatable channel when dealing with multiple groupings of tracks


className: FInterrogationChannel::operator bool

description: Check whether this channel is valid

code: operator bool() const


description: Get the next channel after this one


code: FInterrogationChannel &40; int32 InValue &41;


className: FInterrogationChannel

description: A numeric identifier used to represent a specific 'channel' within an interrogation linker. Interrogation channels are used to identify groupings of tracks or entities that relate to the same output (eg: a property on an object; a root track etc). SeeFInterrogationKeyfor a combination of a channel with a specific interrogation index (or time)

code: struct FInterrogationChannel


code: static [FInterrogationKey](API\Runtime\MovieScene\EntitySystem\FInterrogationKey) Default ( int32 InInterrogationIndex )


className: FInterrogationInstance

description: Sequence instance information for interrogations

code: struct FInterrogationInstance

Sequence

type: UMovieSceneSequ...


description: Default construction to an invalid channel

code: FInterrogationChannel()


code: FInterrogationKey ( [FInterrogationChannel](API\Runtime\MovieScene\EntitySystem\FInterrogationChannel) InChannel, int32 InInterrogationIndex )


className: FInterrogationKey

description: A key that uniquely identifies a specific interrogation time with a group of entities allocated within a channel

code: struct FInterrogationKey

Channel

type: FInterrogationC...

description: The channel that the entities are allocated within

InterrogationIndex

description: The index of the interrogation (see FSystemInterrogator::InterrogateTime, and FSystemInterrogator::InterrogationData)


description: Returns the blender system instance found in a given linker

code: [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) * FindSystem ( const [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker ) const


code: template<typename BlenderSystemClass> BlenderSystemClass * FindSystem ( const [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker ) const


description: Returns the blender system type


description: Returns whether this ID is valid


description: Invalid blend channel ID

code: static constexpr uint16 INVALID_BLEND_CHANNEL = uint16(-1);


description: Builds a default, invalid channel ID

code: FMovieSceneBlendChannelID()


description: Builds a channel ID

code: FMovieSceneBlendChannelID ( [FMovieSceneBlenderSystemID](API\Runtime\MovieScene\EntitySystem\FMovieSceneBlenderSystemID) InSystemID, uint16 InChannelID )


className: FMovieSceneBlendChannelID

description: A blend channel ID

code: struct FMovieSceneBlendChannelID

ChannelID

description: The blend channel ID for the given blender system

SystemID

type: FMovieSceneBlen...

description: The blender system associated with the blend channel


code: FMovieSceneBlenderSystemID ( uint8 InValue )


className: FMovieSceneBlenderSystemID

description: Identifier for a type of blender system (e.g. float blender, integer blender, etc.)

code: struct FMovieSceneBlenderSystemID


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


className: INVALID

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


className: FMovieSceneEntityID::operator bool

code: operator bool() const


code: FMovieSceneEntityID &40; uint16 SpecifiedValue &41;


className: FMovieSceneEntityID

code: struct FMovieSceneEntityID


code: void ExecutePhase ( [UE::MovieScene::ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Phase, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, FGraphEventArray & OutTasks )


code: void AddReference ( [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FromReference, [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * ToReference )


code: void AddSystem ( [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * InSystem )


code: template<typename ArrayType> void ExecutePhase &40; UE::MovieScene::ESystemPhase Phase, const ArrayType & RetrieveEntries, UMovieSceneEntitySystemLinker &42; Linker, FGraphEventArray & OutTasks &41;


code: [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FindSystemOfType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > InClassType ) const


code: template<typename SystemType> SystemType * FindSystemOfType() const


description: Olog(n) time

code: template<typename Allocator> void GatherReferencesFrom ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FromReference, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) *, Allocator > & OutReferences )


description: O(n) time

code: template<typename Allocator> void GatherReferencesTo ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * ToReference, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) *, Allocator > & OutReferences )


code: bool HasReferencesTo ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * ToReference ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * > GetSystems() const


code: void IteratePhase ( [UE::MovieScene::ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Phase, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) *)> InIter )


code: template<typename Iter> void IterateReferencesTo ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * ToReference, Iter && Iterator )


code: template<typename Iter> void IterateReferencesFrom ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FromReference, Iter && Iterator )


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


code: int32 NumInPhase ( [UE::MovieScene::ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Phase ) const


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


code: bool HasReferencesFrom ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FromReference ) const


code: void ReconstructTaskSchedule ( [UE::MovieScene::FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager )


code: void RemoveReference ( [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * FromReference, [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * ToReference )


code: int32 RemoveIrrelevantSystems ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


code: void RemoveSystem ( [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * InSystem )


code: void ScheduleTasks ( [UE::MovieScene::FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager )


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


code: FMovieSceneEntitySystemGraph()


code: ~FMovieSceneEntitySystemGraph()


className: FMovieSceneEntitySystemGraph

code: struct FMovieSceneEntitySystemGraph


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


code: void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) const


code: FMovieSceneEntitySystemGraphNode()


className: FMovieSceneEntitySystemGraphNodes

Array

type: TSparseArray<F...


code: FMovieSceneEntitySystemGraphNode ( [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * InSystem )


className: FMovieSceneEntitySystemGraphNode

code: struct FMovieSceneEntitySystemGraphNode

System

type: TObjectPtr<UMo...


description: Detaches this runner from a linker

code: void DetachFromLinker()


description: Attach this runner to a linker

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


description: Abandon the specified instance handle and destroy it immediately. May flush this runner if necessary

code: void AbandonAndDestroyInstance ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance )


description: Discard any queued updates for the specified sequence instance.

code: void DiscardQueuedUpdates ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance )


description: Flushes the update queue and applies any outstanding evaluation logic

code: void Flush ( double BudgetMs )


description:
Run a single evaluation phase
Whether the phase was run

code: bool FlushSingleEvaluationPhase()


description: Flushes any outstanding update tasks in the current evaluation scope with a given budget. Only performs work if this runner is part-way through an evaluation

code: void FlushOutstanding ( double BudgetMs, [UE::MovieScene::ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) TargetState )


description: Access this runner's currently executing phase


code: [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * GetLinker() const


description: Returns whether this runner has any outstanding updates.

code: bool HasQueuedUpdates() const


code: int32 GetQueuedUpdateCount() const


description: Returns whether the given instance is queued for any updates.

code: bool HasQueuedUpdates ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance ) const


description: Check whether this runner is currently inside an active evaluation loop

code: bool IsCurrentlyEvaluating() const


description: Returns whether this runner is attached to a linker

code: bool IsAttachedToLinker() const


code: void MarkForUpdate ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) InInstanceHandle, [UE::MovieScene::ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UpdateFlags )


description:
Queue a final update for the specified instance, optionally destroying it after finishing it
true if the update requires a flush, or false if it was finished and/or destroyed immediately without requiring a flush

code: bool QueueFinalUpdate ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance )


code: bool QueueFinalUpdate ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance, FSimpleDelegate && InOnLastFlushDelegate )


code: bool QueueFinalUpdateAndDestroy ( [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance )


description: Queue the given instance for an update with the given context.

code: void QueueUpdate ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance, FSimpleDelegate && InOnFlushedDelegate, [UE::MovieScene::ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UpdateFlags )


code: void QueueUpdate ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner\FInstanceHandle) Instance, [UE::MovieScene::ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UpdateFlags )


description: Called in the event that the structure of the entity manager has been unexpectedly changed while this runner is active. This allows the runner to be reset so it runs from the start of its evaluation loop next time it is evaluated, rather than half-way through

code: void ResetFlushState()


description: Creates an unbound runner

code: FMovieSceneEntitySystemRunner()


description: Destructor

code: ~FMovieSceneEntitySystemRunner()


className: FMovieSceneEntitySystemRunner

code: class FMovieSceneEntitySystemRunner : public [TSharedFromThis< FMovieSceneEntitySystemRunner >](API\Runtime\Core\Templates\TSharedFromThis)


className: FMovieSceneEvaluationHookComponent

description: A component that defines a hook for direct evaluation

Interface

type: TScriptInterfac...

ObjectBindingID

type: FGuid


className: FMovieSceneEvaluationHookEvent

code: struct FMovieSceneEvaluationHookEvent

Hook

type: FMovieSceneEval...

SequenceID

type: FMovieSceneSequ...


className: FMovieSceneEvaluationHookEventContainer

Events

type: TArray<FMovieS...


code: FMovieSceneEvaluationInstanceKey()


code: FMovieSceneEvaluationInstanceKey ( [UE::MovieScene::FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InInstanceHandle )


code: bool CanUseClassLookup() const


className: FMovieSceneEvaluationInstanceKey

code: struct FMovieSceneEvaluationInstanceKey


code: static [FMovieScenePropertyBinding](API\Runtime\MovieScene\EntitySystem\FMovieScenePropertyBinding) FromPath ( const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath )


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FMovieScenePropertyBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath )


className: FMovieScenePropertyBinding

description: Source property binding information for an entity on a moviescene timeline Comprises a leaf property name and a path and a cached boolean signifying whether the binding is allowed to perform a fast class-wise property lookup

code: struct FMovieScenePropertyBinding

bCanUseClassLookup

description: True if this property can be considered for fast property offset resolution(ie the property address isalwaysa constant offset from the obejct ptr), false otherwise

PropertyName

type: FName

description: Leaf name of the property to animate

PropertyPath

description: Full path to the property from the object including struct and array indirection


className: FMovieSceneTrackInstanceComponent

description: A component that defines a type for a track instance

TrackInstanceClass

type: TSubclassOf<UM...


description: Add a new initializer to this cache

code: void Add ( [IMutualComponentInitializer](API\Runtime\MovieScene\EntitySystem\IMutualComponentInitializer) * InitializerToAdd )


description: Reset this container. Will not free memory.

code: void Reset()


description:
Populate a component mask with all the necessary mutually inclusive components given an input type. Mutual components that already existed in InMask will not be added or counted. Can be used to populate a new mask with only the mutual components, or to add the components to an existing mask.
The number of new components added to OutMask. Only components that did not exist before are considered.

code: int32 ComputeMutuallyInclusiveComponents ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) TypesToCompute, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & InMask, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutMask, [FMutualComponentInitializers](API\Runtime\MovieScene\EntitySystem\FMutualComponentInitializers) & OutInitializers ) const


className: FMutualComponentInitializers

description: Container for keeping track of which initializers need to be run for a given call toFMutualInclusivityGraphCommandBuffer::ComputeMutuallyInclusiveComponents

code: struct FMutualComponentInitializers


description: Run the mutual initializers over the specified entity range

code: void Execute ( const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & Range, const [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) & WriteContext ) const


description: Define a new complex rule specifying that all of Dependents should exist if InFilter is matched

code: void DefineComplexInclusionRule ( const [FComplexInclusivityFilter](API\Runtime\MovieScene\EntitySystem\FComplexInclusivityFilter) & InFilter, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > Dependents )


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


description: Define a new rule specifying that all of Dependents should always exist if Predicate exists

code: void DefineMutualInclusionRule ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) Predicate, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > Dependents )


code: void DefineMutualInclusionRule ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) Predicate, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > Dependents, [FMutuallyInclusiveComponentParams](API\Runtime\MovieScene\EntitySystem\FMutuallyInclusiveComponentParam-) && InParams )


description: Check this buffer's invariants are satisfied

code: void CheckInvariants() const


className: FMutualInclusivityGraph

description: A mutual inclusion graph for adding components to an entity based on the presence of other components

code: struct FMutualInclusivityGraph


className: FMutualInclusivityGraphCommandBuffer

description: Command buffer used for computing mutually inclusive components based on a complex set of rules and dependencies


className: ECommandType

code: enum ECommandType { Simple, Type, MatchAny, MatchAll, ShortCircuit, Include, Initialize, }


code: FMutuallyInclusiveComponentParams()


description: Implicit construction from type flags to support legacy API

code: FNewComponentTypeParams ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) InFlags )


className: FNewComponentTypeParams

code: struct FNewComponentTypeParams

Flags

type: EComponentTypeF...

ReferenceCollectionCallback

type: FComponentRefer...


className: FMutuallyInclusiveComponentParams

CustomInitializer

type: TUniquePtr<IMu...

description: Custom initializer for this included component

Type

type: EMutuallyInclus...

description: Optional by default because generally we do not want mutual components on Imported entities


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject() const


description: Construct a new null component


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator->() const


className: FObjectComponent::operator bool

description: Check whether this object component is valid

code: operator bool() const


description: Compare this component with another object ptr

code: bool operator== ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


code: bool operator!= ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Construct a new strongly-referenced component from an object ptr

code: static [FObjectComponent](API\Runtime\MovieScene\EntitySystem\FObjectComponent) Strong ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Construct a new weakly-referenced component from an object ptr

code: static [FObjectComponent](API\Runtime\MovieScene\EntitySystem\FObjectComponent) Weak ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: FObjectComponent &40; UObject &42; InObject, const FObjectKey & InObjectKey &41;


className: FObjectComponent

description: A component that represents a UObject* either as a strong or weak reference

code: struct FObjectComponent


code: void Add ( int32 EntityIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) * BoundObject )


className: EResolveError

code: enum EResolveError { None = 0x0, UnresolvedBinding = 0x1, }


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


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


className: FObjectFactoryBatch

code: struct FObjectFactoryBatch : public [UE::MovieScene::FChildEntityFactory](API\Runtime\MovieScene\EntitySystem\FChildEntityFactory)

StaleEntitiesToPreserve

type: TMap<TTuple<U...


code: [EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) ResolveObjects ( [FInstanceRegistry](API\Runtime\MovieScene\EntitySystem\FInstanceRegistry) * InstanceRegistry, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InstanceHandle, int32 InEntityIndex, const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding )


className: FOnGetPropertyRecomposerPropertyInfo


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


className: FOptionalComponentAccess

code: struct FOptionalComponentAccess

ComponentType

type: FComponentTypeI...


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: FOptionalReadAccess ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InComponentType )


className: FOptionalReadAccess

code: struct FOptionalReadAccess : public [UE::MovieScene::FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess)


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


className: FOptionalWriteAccess

code: struct FOptionalWriteAccess : public [UE::MovieScene::FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess)


className: FPreLockedDataPtr

description: Typedef for a pointer that is relative to another. For most component data this is relative either to theFEntityAllocationitself, or FEntityAllocation::ComponentData Using a relative ptr for these allows us to store the same information with half of the memory (or 1/4 if we were able to use uint16 - I've used uint32 for safety here)

code: typedef [TRelativePtr](API\Runtime\MovieScene\EntitySystem\TRelativePtr)< void, uint32 > FPreLockedDataPtr


description: Access the number of items in the array

code: int32 Num() const


description: Access an element in the array

code: [FPropertyComponentView](API\Runtime\MovieScene\EntitySystem\FPropertyComponentView) operator[] ( int32 Index )


description: Access an element in the array

code: [FConstPropertyComponentView](API\Runtime\MovieScene\EntitySystem\FConstPropertyComponentView) operator[] ( int32 Index ) const


description: Cast this view to a typed array view. Only crude size checking is performed - the user is responsible for ensuring the cast is valid

code: template<typename T> [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > ReinterpretCast() const


description: Access the sizeof a single item in the array view, in bytes

code: int32 Sizeof() const


className: FPropertyComponentArrayView

description: Type-erased view of an array of components. Used for passing typed arrays of data through theIPropertyComponentHandlerinterface

code: struct FPropertyComponentArrayView


description: Construction from an array

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


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> T & ReinterpretCast() const


description: Retrieve the size of this component


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

code: FPropertyComponentView ( void * InData, int32 InDataSizeof )


className: FPropertyComponentView

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

code: struct FPropertyComponentView


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

code: template<typename T> FPropertyComponentView ( T & InData )


description: Return a typed component ID for the meta data at the specified index. Care should obviously be taken here to ensure that the meta data type being used matches theTPropertyComponentstraits that constructed this property definition.

code: template<typename T> [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > GetMetaDataComponent ( int32 Index ) const


className: FPropertyCompositeDefinition

description: A generic definition of a composite channel that contributes to a property

code: struct FPropertyCompositeDefinition

ComponentTypeID

description: The type of component that contains the value for this channel (ie a TComponentTypeID)

CompositeOffset

description: The offset of the member variable within the operational type of the property in bytes.


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


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


code: FPropertyDefinition ( uint16 InVariableSizeCompositeOffset, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InPropertyType, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InInitialValueType )


className: FPropertyDefinition

description: Structure defining a type of property that can be animated by sequencer

code: struct FPropertyDefinition

BlenderSystemClass

type: UClass*

description: The blender system to use by default (if specified here) to blend composites of this property (it can be overriden per-entity with a blender system component)

CompositeSize

description: The number of channels that this property comprises

CustomPropertyRegistration

type: ICustomProperty...

description: Pointer to a custom getter/setter registry for short circuiting theUObjectVM.

DoubleCompositeMask

description: A mask of which composite indices pertain to doubles

Handler

type: TInlineValue<I...

description: Implementation of type specific property actions such as applying properties from entities or recomposing values

InitialValueType

description: The component type for this property's inital value (used for relative and/or additive blending)

MetaDataTypes

type: TArrayView< con...

description: MetaData types

PropertyType

description: The component type or tag of the property itself

StatID

type: TStatId

description: Stat ID for this property type


className: FPropertyRecomposerImpl

code: struct FPropertyRecomposerImpl

OnGetPropertyInfo

type: FOnGetPropertyR...


className: FPropertyRecomposerPropertyInfo

code: struct FPropertyRecomposerPropertyInfo

BlenderSystem

type: UMovieSceneBlen...

PropertyEntityID

type: FMovieSceneEnti...


code: template<typename PropertyTraits> [TRecompositionResult](API\Runtime\MovieScene\EntitySystem\TRecompositionResult)< typename PropertyTraits::StorageType > RecomposeBlendOperational ( const [TPropertyComponents](API\Runtime\MovieScene\EntitySystem\TPropertyComponents)< PropertyTraits > & InComponents, const [FDecompositionQuery](API\Runtime\MovieScene\EntitySystem\FDecompositionQuery) & InQuery, const typename PropertyTraits::StorageType & InCurrentValue )


code: static constexpr uint16 INVALID_BLEND_CHANNEL = uint16(-1);


description:
Define a new animatable composite property type from its components.
A builder class that should be used to define the composites that contribute to this property

code: template<typename PropertyTraits> [TCompositePropertyDefinitionBuilder](API\Runtime\MovieScene\EntitySystem\TCompositePropertyDefinitionBuil-)< PropertyTraits > DefineCompositeProperty ( [TPropertyComponents](API\Runtime\MovieScene\EntitySystem\TPropertyComponents)< PropertyTraits > & InOutPropertyComponents, const TCHAR * InStatName )


description:
Define a new animatable property type from its components.
A builder class that should be used to define the composites that contribute to this property

code: template<typename PropertyTraits> [TPropertyDefinitionBuilder](API\Runtime\MovieScene\EntitySystem\TPropertyDefinitionBuilder)< PropertyTraits > DefineProperty ( [TPropertyComponents](API\Runtime\MovieScene\EntitySystem\TPropertyComponents)< PropertyTraits > & InOutPropertyComponents, const TCHAR * InStatName )


description: Retrieve a generic representation of all the composites that contribute to a given property

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > GetComposites ( [FCompositePropertyTypeID](API\Runtime\MovieScene\EntitySystem\FCompositePropertyTypeID) PropertyID ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > GetComposites ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Property ) const


description: Retrieve a property definition from its ID

code: const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & GetDefinition ( [FCompositePropertyTypeID](API\Runtime\MovieScene\EntitySystem\FCompositePropertyTypeID) PropertyID ) const


description: Access all the properties currently registered

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


description:
Resolve a property to either a fast ptr offset, or a custom property accessor based on the specified array
An optional variant specifying the resolved property if it resolved successfully

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FResolvedFastProperty](API\Runtime\MovieScene\EntitySystem\FResolvedFastProperty) > ResolveFastProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FMovieScenePropertyBinding](API\Runtime\MovieScene\EntitySystem\FMovieScenePropertyBinding) & PropertyBinding, [FCustomAccessorView](API\Runtime\MovieScene\EntitySystem\FCustomAccessorView) CustomAccessors )


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


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


className: FPropertyStats

description: Stats pertaining to a given type of property including how many properties exist in the linker, and how many of those are partially animated

code: struct FPropertyStats

NumPartialProperties

description: The number of properties partially animated

NumProperties

description: The total number of properties currently animated, including partial properties


className: FPropertyRegistry

description: Central registry of all property types animatable by sequencer. Once registered, properties cannot be de-registered. This vastly simplifies the lifetime and ID management of the class

code: class FPropertyRegistry


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


className: FReadEntityIDs

code: typedef [TRead](API\Runtime\MovieScene\EntitySystem\TRead)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > FReadEntityIDs


description:
Resolve a property to either a fast ptr offset, or a custom property accessor based on the specified array falling back to a slow instance binding if possible
An optional variant specifying the resolved property if it resolved successfully

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FResolvedProperty](API\Runtime\MovieScene\EntitySystem\FResolvedProperty) > ResolveProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FMovieScenePropertyBinding](API\Runtime\MovieScene\EntitySystem\FMovieScenePropertyBinding) & PropertyBinding, [FCustomAccessorView](API\Runtime\MovieScene\EntitySystem\FCustomAccessorView) CustomAccessors )


className: FReadAccess

code: struct FReadAccess : public [UE::MovieScene::FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess)


code: const void * ComponentAtIndex ( int32 Index ) const


code: const void * operator[] ( int32 Index ) const


code: FReadErased ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, int32 ComponentOffset )


code: FReadErasedOptional ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, int32 ComponentOffset )


className: FReadErasedOptional

code: struct FReadErasedOptional : public [UE::MovieScene::FReadErased](API\Runtime\MovieScene\EntitySystem\FReadErased)


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


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


className: FReadErased

code: struct FReadErased

ComponentPtr

type: const uint8 ...


className: FRemoveMultipleMutation

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

MaskToRemove

type: FComponentMask

description: Mask that defines components to remove byunsetbits.


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


className: FRemoveSingleMutation

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


className: FResolvedProperty

description: Type aliases for a property that resolved to either a fast pointer offset (type index 0), or a custom property index (specific to the path of the property - type index 1) with a fallback to a slow property binding (type index 2)


className: FResolvedFastProperty

description: Type aliases for a property that resolved to either a fast pointer offset (type index 0), or a custom property index (specific to the path of the property - type index 1)

code: typedef [TVariant](API\Runtime\Core\Misc\TVariant)< uint16, [UE::MovieScene::FCustomPropertyIndex](API\Runtime\MovieScene\EntitySystem\FCustomPropertyIndex) > FResolvedFastProperty


className: FRootInstanceHandle

description: A handle to a root instance of aUMovieSceneSequence. This type should be used where type-safety needs to be enforced for root instances.FRootInstanceHandleis implicitly castable toFInstanceHandlebut not visa-versa (even explicitly so).

code: struct FRootInstanceHandle : public [UE::MovieScene::FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle)


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


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


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


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


code: FScopedHeaderReadLock ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, [EComponentHeaderLockMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentHeader-) InLockMode )


code: FRootInstanceHandle ( uint16 InInstanceID, uint16 InInstanceSerial )


className: FScopedHeaderReadLock

description: Moveable scoped read-lock type for component headers

code: struct FScopedHeaderReadLock


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


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


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


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


code: FScopedHeaderWriteLock ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, [EComponentHeaderLockMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentHeader-) InLockMode, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) InWriteContext )


className: FScopedHeaderWriteLock

description: Moveable scoped write-lock type for component headers

code: struct FScopedHeaderWriteLock


description:
Returns whether this instance can be finished immediately without any last update.
Whether the instance can be finished immediately

code: bool CanFinishImmediately ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker ) const


description: Conditionally recompile this sequence if it needs to be

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


description: Destroy this sequence instance immediately - Finish must previously have been called

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


description: Called only for top-level sequence instances before any updates to it with the specified context. This allows the sequence an opportunity to dissect the context into a series of distinct evaluations to force determinism.

code: void DissectContext ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [TArray](API\Runtime\Core\Containers\TArray)< [TRange](API\Runtime\Core\Math\TRange)< [FFrameTime](API\Runtime\Core\Misc\FFrameTime) >> & OutDissections )


description: Attempt to locate all entities given their owner

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


description: Attempt to locate an entity given its owner and ID

code: [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) FindEntity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, uint32 EntityID ) const


description: Mark this instance as finished, causing all its entities to be unlinked and the instance to become inactive at the end of the next update.

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


description: Attempt to locate a sub instance based on its sequence ID

code: [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) FindSubInstance ( [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID ) const


description:
Get the evaluation context for the current frame
This sequence instance's playback context

code: const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & GetContext() const


description:
Get a handle to the parent instance for this sequence instance, or an invalid handle if it is a root instance
A a handle to the parent instance for this sequence instance, or an invalid handle if it is a root instance


description: Gets the handle to this instance


description: Retrieve the legacy evaluator for this sequence, if it is available (may return nullptr)

code: const FMovieSceneTrackEvaluator * GetLegacyEvaluator() const


description:
Retrieve theIMovieScenePlayerthat is playing back the top level sequence for this instance
A pointer to this instance's player

code: [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * GetPlayer() const


description: Retrieve theIMovieScenePlayer's unique index

code: uint16 GetPlayerIndex() const


description:
Get a handle to the root instance for this sub sequence instance
A handle to the root sequence instance for this sub sequence, or a handle to this sequence instance if it is not a sub sequence


description:
Get the serial number for this sequence instance that it was created with on construction.
The serial number of this instance that is used to check that handles to it are still valid.

code: uint16 GetSerialNumber() const


description:
Retrieve the SequenceID for this instance
This sequence instance's SequenceID within the root-sequences hierachy, or MovieSceneSequenceID::Root for root sequence instances.


description: Retrieve this sequence's update flags


description: Retrieve a path for this sequence instance back to the root


description: Check whether this sequence instance has ever been updated or not

code: bool HasEverUpdated() const


description: Invalidate any cached data that may be being used for evaluation due to a change in the source asset data

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


description: Returns whether this instance is the root instance.

code: bool IsRootSequence() const


description: Returns whether this instance is a sub sequence.

code: bool IsSubSequence() const


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


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


description: Called to override the simulated root sequence ID for this instance. Only valid forIsRootSequence()instances.

code: void OverrideRootSequence ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) NewRootSequenceID )


description: Called when this instance has been queued for evaluation in order for it to do any pre-work setup.

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


description: Indicate that this sequence instance has finished evaluation and should remove its entities

code: void SetFinished ( bool bInFinished )


code: void SetContext ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext )


description: Called to run legacy track templates

code: void RunLegacyTrackTemplates()


description: Called when this sequence instance has been evaluated in order for it to do any clean-up or other post-update work

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


description: Called for root level instances that have either never evaluated, or have previously finished evaluating

code: void Start ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext )


description:
Check whether this sequence instance has finished evaluating
True if this sequence has finished evaluation, false otherwise

code: bool HasFinished() const


description: Called after dissection for root level instances in order for this sequence instacne to update any entities it needs for evaluation.

code: void Update ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext )


description: Sequence instances are not copyable

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


description: Move constructors implemented in cpp to avoid includes forTUniquePtr

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


description: Constructor for top level sequences

code: FSequenceInstance ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) ThisInstanceHandle )


description: Constructor for sub sequences

code: FSequenceInstance ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) ThisInstanceHandle, [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) InParentInstanceHandle, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) RootInstanceHandle, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) InSequenceID )


description: Destructor

code: ~FSequenceInstance()


className: FSequenceInstance

description: A sequence instance represents a specific instance of a currently playing sequence, either as a top-level sequence in anIMovieScenePlayer, or as a sub sequence. Any given sequence asset may have any number of instances created for it at any given time depending on how many times it is referenced by playing sequences

code: struct FSequenceInstance

Ledger

type: FEntityLedger

description: Ledger that tracks all currently instantiated entities for this instance


code: FSourceBoolChannel ( const [FMovieSceneBoolChannel](API\Runtime\MovieScene\Channels\FMovieSceneBoolChannel) * InSource )


className: FSourceBoolChannel

description: The component data for evaluating a bool channel

code: struct FSourceBoolChannel

Source

type: constFMovieSce...


code: FSourceByteChannel ( const [FMovieSceneByteChannel](API\Runtime\MovieScene\Channels\FMovieSceneByteChannel) * InSource )


className: FSourceByteChannel

description: The component data for evaluating a byte channel

code: struct FSourceByteChannel


code: FSourceDoubleChannel ( const [FMovieSceneDoubleChannel](API\Runtime\MovieScene\Channels\FMovieSceneDoubleChannel) * InSource )


className: FSourceDoubleChannel

description: The component data for evaluating a double channel

code: struct FSourceDoubleChannel


code: FSourceFloatChannel ( const [FMovieSceneFloatChannel](API\Runtime\MovieScene\Channels\FMovieSceneFloatChannel) * InSource )


className: FSourceFloatChannel

description: The component data for evaluating a float channel

code: struct FSourceFloatChannel


code: FSourceIntegerChannel ( const [FMovieSceneIntegerChannel](API\Runtime\MovieScene\Channels\FMovieSceneIntegerChannel) * InSource )


className: FSourceIntegerChannel

description: The component data for evaluating an integer channel

code: struct FSourceIntegerChannel


code: FSourceObjectPathChannel ( const [FMovieSceneObjectPathChannel](API\Runtime\MovieScene\Channels\FMovieSceneObjectPathChannel) * InSource )


className: FSourceObjectPathChannel

code: struct FSourceObjectPathChannel


code: FSourceStringChannel ( const [FMovieSceneStringChannel](API\Runtime\MovieSceneTracks\Channels\FMovieSceneStringChannel) * InSource )


description: Add system categories to be allowed

code: void AllowCategory ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) InCategory )


className: FSourceStringChannel

description: The component data for evaluating a string channel

code: struct FSourceStringChannel


description: Specifically allow the given system type

code: void AllowSystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > InClass )


description: Checks whether the given system class passes all filters

code: bool CheckSystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > InClass ) const


description: Checks whether the given system passes all filters

code: bool CheckSystem ( const [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) * InSystem ) const


description: Specifically disallow the given system type

code: void DisallowSystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > InClass )


description: Add system categories to be disallowed

code: void DisallowCategory ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) InCategory )


description: Sets system categories that are allowed

code: void SetAllowedCategories ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) InCategory )


code: template<typename SystemClass> bool CheckSystem() const


description: Sets system categories that are disallowed

code: void SetDisallowedCategories ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) InCategory )


description: Constructs a default filter that allows all systems

code: FSystemFilter()


className: FSystemFilter

description: Utility class for filtering systems

code: struct FSystemFilter


code: void AddComponentTask ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks\FComponentTypeID) ComponentType, FGraphEventRef ComponentTask )


code: void AddRootTask ( FGraphEventRef RootTask )


className: FSystemSubsequentTasks

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

code: struct FSystemSubsequentTasks


code: void AddComponentTask ( [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites\FComponentTypeID) ComponentType, const FGraphEventRef & InNewTask )


code: void AddRootTask ( const FGraphEventRef & InNewTask )


code: const FGraphEventArray * All() const


code: void Consume ( const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & Other )


code: void FilterByComponent ( FGraphEventArray & OutArray, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites\FComponentTypeID) ComponentType ) const


code: void FilterByComponent ( FGraphEventArray & OutArray, std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites\FComponentTypeID) > ComponentTypes ) const


code: FSystemTaskPrerequisites ( std::initializer_list< FGraphEventRef > InEvents )


className: FSystemTaskPrerequisites

code: struct FSystemTaskPrerequisites


className: FTaskID::operator bool

code: operator bool() const


code: FTaskParams ( const [TStatId](API\Runtime\Core\Stats\TStatId) & InStatId )


code: FTaskParams ( const TCHAR * InDebugName, const [TStatId](API\Runtime\Core\Stats\TStatId) & InStatId )


className: FTaskParams

code: struct FTaskParams

bForceConsumeUpstream

type: uint8:  1

DebugName

type: const TCHAR ...


className: FTrackInstanceInputComponent

code: struct FTrackInstanceInputComponent

Section

type: TObjectPtr<UMo...


code: [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & Stat ( const [TStatId](API\Runtime\Core\Stats\TStatId) & InStatId )


description: Direct this mutation to add the specified component types to an entity

code: [FTypelessMutation](API\Runtime\MovieScene\EntitySystem\FTypelessMutation) & Add ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > TypeIDs )


description: Direct this mutation to remove the specified component types to an entity

code: [FTypelessMutation](API\Runtime\MovieScene\EntitySystem\FTypelessMutation) & Remove ( std::initializer_list< [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) > TypeIDs )


description: Combine our masks into the specified pre-existing mask

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


className: FTypelessMutation

description: Specifies a mask of components to add and remove from an entity

code: struct FTypelessMutation

bRemoveAll

type: bool


description: Direct this mutation to remove all components from the entity


className: FValueDecompositionParams

code: struct FValueDecompositionParams

PropertyTag

type: FComponentTypeI...

Query

type: FDecompositionQ...


description: Multiplies the value by the weight

code: double Get() const


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


className: FWeightedValue

description: Holds a weighted value

code: struct FWeightedValue

BaseValue

type: double

description: The base value, which should only be set when the value has additive-from-base blend type

Value

description: The raw value

Weight

type: float

description: The weight of the value


className: FWriteAccess

code: struct FWriteAccess : public [UE::MovieScene::FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess)


code: void * ComponentAtIndex ( int32 Index ) const


code: void * operator[] ( int32 Index ) const


code: FWriteErased ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, int32 ComponentOffset )


className: FWriteErased

code: struct FWriteErased

ComponentPtr

type: uint8 *


code: FWriteErasedOptional ( const [FComponentHeader](API\Runtime\MovieScene\EntitySystem\FComponentHeader) * InHeader, int32 ComponentOffset )


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


className: FWriteErasedOptional

code: struct FWriteErasedOptional : public [UE::MovieScene::FWriteErased](API\Runtime\MovieScene\EntitySystem\FWriteErased)


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


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


code: virtual ~IComplexComponentOps()


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


className: IComplexComponentOps

description: Class that is instantiated to specify custom behavior for interacting with component data

code: struct IComplexComponentOps


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


description: Called when this component type does not yet exist in an entity manager, and needs to be defined. Most implementations will call some variation of EntityManager->NewComponentType

code: [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\FComponentTypeID) InitializeComponentType ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager )


className: IComponentTypeHandler

description: Interface for defining new registered component types within anFEntityManager

code: struct IComponentTypeHandler


code: virtual ~ICustomPropertyRegistration()


className: ICustomPropertyRegistration

code: struct ICustomPropertyRegistration


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


code: void GenerateType ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutMask, bool & OutAddMutualComponents )


code: virtual ~IComponentTypeHandler()


code: void Initialize ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, const [FEntityInfo](API\Runtime\MovieScene\EntitySystem\FEntityInfo) & EntityInfo )


className: IEntityBuilder

code: struct IEntityBuilder


description: Add a child to the back of a previously created 'forked' task. Used for defining 'PostTask' work

code: void AddChildFront ( [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Parent, [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Child )


description: Add a child to the front of a previously created 'forked' task. Used for defining 'PreTask' work

code: void AddChildBack ( [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Parent, [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Child )


description: Example usage: TaskScheduler->AddTask(FTaskParams(GET_STAT_ID(StatId)), this, &UMyClass::ResetWeights);

code: template<typename TaskType> [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) AddMemberFunctionTask ( const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & InParams, TaskType * Instance, typename [TMemberFunctionTaskWrapper](API\Runtime\MovieScene\EntitySystem\TMemberFunctionTaskWrapper)< TaskType >::MemberFunctionPtr FunctionPtr )


description: Add a 'null' task that can be used to join many tasks into a single dependency


description: Example usage: TaskScheduler->AddTask(FTaskParams(GET_STAT_ID(StatId))); TaskScheduler->AddTask(FTaskParams(GET_STAT_ID(StatId)), ConstructorArg1, ConstructorArg2);

code: template<typename TaskType, typename... TaskArgTypes> [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) AddTask ( const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & InParams, TaskArgTypes &&... Args )


code: [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) Create ( [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager )


description: Define a prerequisite for the given task

code: void AddPrerequisite ( [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Prerequisite, [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) Subsequent )


description: Create one task for each of the entity allocations that match the specified filter

code: [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) CreateForkedAllocationTask ( const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & InParams, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITaskContext](API\Runtime\MovieScene\EntitySystem\ITaskContext) > InTaskContext, [TaskFunctionPtr](API\Runtime\MovieScene\EntitySystem\TaskFunctionPtr) InTaskFunction, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FEntityAllocationIteratorItem](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIteratorItem), [TArray](API\Runtime\Core\Containers\TArray)< [FPreLockedDataPtr](API\Runtime\MovieScene\EntitySystem\FPreLockedDataPtr) > &)> InPreLockFunc, const [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) & Filter, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & ReadDeps, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & WriteDeps )


description: Add an anonymous unbound task for doing non-ecs work

code: [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) AddTask ( const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & InParams, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITaskContext](API\Runtime\MovieScene\EntitySystem\ITaskContext) > InTaskContext, [TaskFunctionPtr](API\Runtime\MovieScene\EntitySystem\TaskFunctionPtr) InTaskFunction )


className: IEntitySystemScheduler

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

code: class IEntitySystemScheduler


description: Finish processing

code: void Finalize()


description: Initialize this processor before any allocations are visited

code: void Initialize ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) * Definition, [FInitialValueCache](API\Runtime\MovieScene\EntitySystem\FInitialValueCache) * InitialValueCache )


description: Process all initial values for the specified allocation

code: void Process ( const [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & AllocationType )


code: virtual ~IInitialValueProcessor()


className: IInitialValueProcessor

description: Interface required for initializing initial values on entities

code: struct IInitialValueProcessor


code: void GetSupportedBlenderSystems ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) >> & OutSystemClasses ) const


code: void SetBlenderSystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) > BlenderSystemClass )


code: void MarkAllocation ( [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, [TBitArray](API\Runtime\Core\Containers\TBitArray)<> & OutEntitiesToMutate ) const


className: IMovieSceneBlenderSystemSupport

description: Interface that can be added to UMovieSceneTracks to enable user-selection of blender systems

code: class IMovieSceneBlenderSystemSupport


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


className: IMovieSceneConditionalEntityMutation


code: virtual void InitializeAllocation ( [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & AllocationType ) const


code: virtual void InitializeUnmodifiedAllocation ( [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & AllocationType ) const


code: virtual ~IMovieSceneEntityMutation()


code: void ImportEntity ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FEntityImportParams) & Params, [FImportedEntity](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FImportedEntity) * OutImportedEntity )


className: IMovieSceneEntityMutation

code: struct IMovieSceneEntityMutation


code: void ImportEntityImpl &40; UMovieSceneEntitySystemLinker &42; EntityLinker, const FEntityImportParams & Params, FImportedEntity &42; OutImportedEntity &41;


code: void InterrogateEntity ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FEntityImportParams) & Params, [FImportedEntity](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FImportedEntity) * OutImportedEntity )


description: Populate an evaluation field with this provider's entities

code: bool PopulateEvaluationField ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & EffectiveRange, const [FMovieSceneEvaluationFieldEntityMetaData](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-_2) & InMetaData, [FMovieSceneEntityComponentFieldBuilder](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentFieldB-) * OutFieldBuilder )


description: Optional user-implementation function for populating an evaluation entity field

code: virtual bool PopulateEvaluationFieldImpl &40; const TRange< FFrameNumber > & EffectiveRange, const FMovieSceneEvaluationFieldEntityMetaData & InMetaData, FMovieSceneEntityComponentFieldBuilder &42; OutFieldBuilder &41;


code: virtual void InitializeEntities ( const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & EntityRange, const [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & AllocationType ) const


className: IMovieSceneEntityProvider

description: Interface to be added toUMovieSceneSectiontypes when they contain entity data

code: class IMovieSceneEntityProvider


code: virtual ~IMovieScenePerEntityMutation()


code: virtual void RestorePreAnimatedState ( const [FPreAnimationParameters](API\Runtime\MovieScene\EntitySystem\IMovieScenePreAnimatedStateSyste-\FPreAnimationPar-) & InParameters )


className: FPreAnimationParameters

code: struct FPreAnimationParameters


className: IMovieScenePerEntityMutation

code: struct IMovieScenePerEntityMutation


code: virtual void SavePreAnimatedState ( const [FPreAnimationParameters](API\Runtime\MovieScene\EntitySystem\IMovieScenePreAnimatedStateSyste-\FPreAnimationPar-) & InParameters )


className: IMovieSceneValueDecomposer

code: class IMovieSceneValueDecomposer


code: FGraphEventRef DispatchDecomposeTask ( const [UE::MovieScene::FValueDecompositionParams](API\Runtime\MovieScene\EntitySystem\FValueDecompositionParams) & Params, [UE::MovieScene::FAlignedDecomposedValue](API\Runtime\MovieScene\EntitySystem\FAlignedDecomposedValue) * Output )


description: Interface that can be added to any entity system in the 'instantiation' phase to implement save / restore state with its system dependencies strictly saved in order, and restored in reverse order


code: void Run ( const [FEntityRange](API\Runtime\MovieScene\EntitySystem\FEntityRange) & Range, const [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) & WriteContext )


className: IMutualComponentInitializer

code: struct IMutualComponentInitializer


code: virtual ~IMutualComponentInitializer()


description: Dispatch tasks that cache a pre-animated value for any entities that have the CachePreAnimatedState tag

code: virtual void DispatchInitializePropertyMetaDataTasks ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks) & Subsequents, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


code: void DispatchSetterTasks ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > Composites, const [FPropertyStats](API\Runtime\MovieScene\EntitySystem\FPropertyStats) & Stats, [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks) & Subsequents, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


description: Retrieve an initial value processor interface for this property type


description: Rebuild operational values from the given entities. These entities are expected to store the value type's composite values.

code: void RebuildOperational ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > Composites, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMovieSceneEntityID](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntityID) > & EntityIDs, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, [FPropertyComponentArrayView](API\Runtime\MovieScene\EntitySystem\FPropertyComponentArrayView) OutResult )


description: Retrieve the pre-animated storage for the property that this handler represents

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPreAnimatedStorage](API\Runtime\MovieScene\Evaluation\PreAnimatedState\IPreAnimatedStorage) > GetPreAnimatedStateStorage ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [FPreAnimatedStateExtension](API\Runtime\MovieScene\Evaluation\PreAnimatedState\FPreAnimatedStateExtension) * Container )


description: Run a recomposition using the specified params and values.

code: void RecomposeBlendChannel ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > Composites, int32 CompositeIndex, const [FValueDecompositionParams](API\Runtime\MovieScene\EntitySystem\FValueDecompositionParams) & Params, [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) * Blender, double InCurrentValue, [TArrayView](API\Runtime\Core\Containers\TArrayView)< double > OutResults )


description: Dispatch tasks that apply any entity that matches this property type to their final values

code: void ScheduleSetterTasks ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > Composites, const [FPropertyStats](API\Runtime\MovieScene\EntitySystem\FPropertyStats) & Stats, [IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * TaskScheduler, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


description: Run a recomposition using the specified params and values. The current value and result views must be of type StorageType

code: void RecomposeBlendOperational ( const [FPropertyDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyDefinition) & Definition, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > Composites, const [FValueDecompositionParams](API\Runtime\MovieScene\EntitySystem\FValueDecompositionParams) & Params, [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) * Blender, [FConstPropertyComponentView](API\Runtime\MovieScene\EntitySystem\FConstPropertyComponentView) InCurrentValue, [FPropertyComponentArrayView](API\Runtime\MovieScene\EntitySystem\FPropertyComponentArrayView) OutResult )


code: virtual ~IPropertyComponentHandler()


className: IPropertyComponentHandler

description: Interface for a property type handler that is able to interact with properties in sequencer

code: struct IPropertyComponentHandler


code: virtual ~IPropertyValueStorage()


description: Reset all the initial values for the specified indices

code: void Reset ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FInitialValueIndex](API\Runtime\MovieScene\EntitySystem\FInitialValueIndex) > Indices )


className: IPropertyValueStorage

description: Base interface for all initial value storage types

code: struct IPropertyValueStorage


description:
Returns whether this instance can be finished immediately without any last update.
Whether the instance can be finished immediately

code: bool CanFinishImmediately ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) RootInstanceHandle ) const


description: Called right before this updater's sequence instance is about to be destroyed completely

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


description: Entry-point for creating or updating a newISequenceUpdaterinterface based on the requirements of the compiled data. If OutPtr is null, a new instance will always be assigned. If OutPtr is valid, but no longer suitable for the compiled data (ie, it does not support hierarchical sequences but the compiled data now has a hierarchy), a new instance will be assigned

code: static void FactoryInstance ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISequenceUpdater](API\Runtime\MovieScene\EntitySystem\ISequenceUpdater) > & OutPtr, [UMovieSceneCompiledDataManager](API\Runtime\MovieScene\Compilation\UMovieSceneCompiledDataManager) * CompiledDataManager, [FMovieSceneCompiledDataID](API\Runtime\MovieScene\Compilation\FMovieSceneCompiledDataID) CompiledDataID )


description: Called before any updates to the sequence to allow this updater to dissect the context into smaller ranges that should be evaluated independently for the purpose of ensuring determinism. If the resulting array is empty the whole context will be used by default.

code: void DissectContext ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, [TArray](API\Runtime\Core\Containers\TArray)< [TRange](API\Runtime\Core\Math\TRange)< [FFrameTime](API\Runtime\Core\Misc\FFrameTime) >> & OutDissections )


description: Find a sub sequence instance from its ID (if it exists)

code: [FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) FindSubInstance ( [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SubSequenceID ) const


description: Invalidate any cached information that depends on the compiled sequence data due to the compiled data changing

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


description: Called before evaluation when this updater's sequence is no longer required to be evaluated

code: void Finish ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) InInstanceHandle, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer )


description:
Migrate this updater to one that can represent hierarchical data.
A new instance capable of dealing with hierarchical data, or nullptr if this already does.


description: Override the sequence ID that should be considered the root sequence for this updater

code: void OverrideRootSequence ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) InstanceHandle, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) NewRootOverrideSequenceID )


description: Called to initialize the flag structure that denotes what functions need to be called on this updater

code: void PopulateUpdateFlags ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer, [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & OutUpdateFlags )


description: Called if this updater has not been evaluated before, or has since been Finished.

code: void Start ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) InInstanceHandle, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext )


description: Virtual destructor

code: virtual ~ISequenceUpdater()


description: Called in order that this updater may make any changes to the linker's environment before its sequence is evaluated (ie, initialize or unlink any entity instantiations)

code: void Update ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [FRootInstanceHandle](API\Runtime\MovieScene\EntitySystem\FRootInstanceHandle) InInstanceHandle, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext )


className: ISequenceUpdater

description: To handle legacy track template evaluation

code: struct ISequenceUpdater


className: ITaskContext

code: struct ITaskContext


className: PreLockedAllocationItemFunctionPtr

code: typedef void(*)([FEntityAllocationIteratorItem](API\Runtime\MovieScene\EntitySystem\FEntityAllocationIteratorItem) Item, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPreLockedDataPtr](API\Runtime\MovieScene\EntitySystem\FPreLockedDataPtr) > PreLockedData, const [ITaskContext](API\Runtime\MovieScene\EntitySystem\ITaskContext) *TaskContext, [FEntityAllocationWriteContext](API\Runtime\MovieScene\EntitySystem\FEntityAllocationWriteContext) WriteContext) PreLockedAllocationItemFunctionPtr


code: template<typename PayloadType> TAdd ( [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > InComponentTypeID, PayloadType && InPayload )