description: Stub for components that do not need reference collection. Overload voidAddReferencedObjectForComponent(FReferenceCollectorReferenceCollector, TComponent)for your own implementation NOTE: The return value isveryimportant - overloaded AddReferencedObjectForComponent functions should return void otherwise they will not get called by the entity manager.

code: namespace UE { namespace MovieScene { FNotImplemented * UE::MovieScene::AddReferencedObjectForComponent ( ... ) } }


module: MovieScene

code: namespace UE { namespace MovieScene { template<typename T> void UE::MovieScene::AddReferencedObjectForComponent ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) * ReferenceCollector, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< T > * Component ) } }


description: Hack to enable garbage collection path for object keys.

code: namespace UE { namespace MovieScene { void UE::MovieScene::AddReferencedObjectForComponent ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) * ReferenceCollector, [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) * Component ) } }


code: namespace UE { namespace MovieScene { template<typename T> void UE::MovieScene::AddReferencedObjectForComponent ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) * ReferenceCollector, [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< T > * Component ) } }


code: namespace UE { namespace MovieScene { template<typename T, typename U> void UE::MovieScene::AddReferencedObjectForComponent ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) * ReferenceCollector, T * Component ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::AccessorToString ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In, [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, [FString](API\Runtime\Core\Containers\FString) & OutString ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::AddAccessorToFilter ( const [FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess) * In, [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * OutFilter ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::AddAccessorToFilter ( const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) *, [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * OutFilter ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::AccessorToString ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In, [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, [FString](API\Runtime\Core\Containers\FString) & OutString ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::AddAccessorToFilter ( const [FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess) * In, [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * OutFilter ) } }


description: Override for OutputType* in order to provide custom garbage collection logic

code: namespace UE { namespace MovieScene { void UE::MovieScene::CollectGarbageForOutput ( void * ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::AddAccessorToFilter ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In, [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * OutFilter ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::AddAccessorToFilter ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In, [FEntityComponentFilter](API\Runtime\MovieScene\EntitySystem\FEntityComponentFilter) * OutFilter ) } }


description: Defines the number of DWORDs that we need to store for component masks

code: namespace UE { namespace MovieScene { static UE::MovieScene::ComponentMaskDWORDSize = (MaximumNumComponentsSupported + 31) / 32; } }


code: namespace UE { namespace MovieScene { template<typename InType, typename OutType> void UE::MovieScene::ConvertOperationalProperty ( const InType & In, OutType & Out ) } }


code: namespace UE { namespace MovieScene { enum EAutoLinkRelevantSystems { Enabled, Disable, } } }


description: Signifies whether any caches held for the current cached result are still up to date, or whether they should be updated

code: namespace UE { namespace MovieScene { enum ECachedEntityManagerState { UpToDate, Stale, } } }


description: Defines a static type identifier for the natvis visualizer

code: namespace UE { namespace MovieScene { enum EComponentDebugType { Unknown, Bool, Uint8, int16, Uint16, Int32, Float, Double, Vector2, Vector3, Vector4, FrameTime, ObjectKey, Object, Property, InstanceHandle, SequenceID, EntityID, Name, BlendChannelID, } } }


code: namespace UE { namespace MovieScene { enum EComplexFilterMode { OneOf = 1 << 0, OneOrMoreOf = 1 << 1, AllOf = 1 << 2, Negate = 1 << 7, } } }


description: Enumeration specifying how to apply a complex filter for mutual inclusion

code: namespace UE { namespace MovieScene { enum EComplexInclusivityFilterMode { AllOf, AnyOf, } } }


description: Enumeration specifying the locking mechanism to use when accessing component data

code: namespace UE { namespace MovieScene { enum EComponentHeaderLockMode { LockFree, Mutex, } } }


code: namespace UE { namespace MovieScene { enum EEntityRecursion { This = 1 << 0, Children = 1 << 1, Full = This | Children, } } }


code: namespace UE { namespace MovieScene { enum EEntitySystemCategory { None = 0, Unspecified = 1u << 0, Core = 1u << 1, ChannelEvaluators = 1u << 2, BlenderSystems = 1u << 3, PropertySystems = 1u << 4, Custom = 1u << 5, Last = 1u << 31, All = ~0u, } } }


code: namespace UE { namespace MovieScene { enum EComponentTypeFlags { None = 0x00, Preserved = 0x1, CopyToChildren = 0x2, CopyToOutput = 0x4, MigrateToOutput = 0x8, } } }


description: Enum that describes what a sequencer ECS linker is meant for (only used for debugging reasons)

code: namespace UE { namespace MovieScene { enum EEntitySystemLinkerRole { Unknown = 0, LevelSequences = 1, CameraAnimations, UMG, Standalone, Interrogation, Custom, } } }


description: Enumeration that defines a threading model for this entity manager

code: namespace UE { namespace MovieScene { enum EEntityThreadingModel { NoThreading, TaskGraph, } } }


description: Bit-mask enumeration that defines tasks that need running

code: namespace UE { namespace MovieScene { enum ERunnerFlushState { None = 0, Start = 1 << 0, Import = 1 << 1, Spawn = 1 << 2, Instantiation = 1 << 3, Evaluation = 1 << 4, Finalization = 1 << 5, EventTriggers = 1 << 6, PostEvaluation = 1 << 7, End = 1 << 8, LoopEval = Import | Spawn | Instantiation | Evaluation | Finalization | EventTriggers | PostEvaluation | End, Everything = Start | LoopEval, } } }


description: Bit-field enumeration that defines flags for an asynchronous update request

code: namespace UE { namespace MovieScene { enum ERunnerUpdateFlags { None = 0, Flush = 1<<0, Finish = 1<<1, Destroy = 1<<2, FinalDissectionMask = Finish|Destroy, } } }


code: namespace UE { namespace MovieScene { enum ESequenceInstanceUpdateFlags { None = 0, NeedsDissection = 1u << 0, NeedsPreEvaluation = 1u << 1, NeedsPostEvaluation = 1u << 2, HasLegacyTemplates = 1u << 3, } } }


code: namespace UE { namespace MovieScene { enum ESystemPhase { None = 0, Import = 1 << 0, Spawn = 1 << 1, Instantiation = 1 << 2, Scheduling = 1 << 3, Evaluation = 1 << 4, Finalization = 1 << 5, } } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasAccessorWork ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, const [FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess) * In ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasAccessorWork ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) *, const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) * ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasAccessorWork ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, const [FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess) * In ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::HasAccessorWork ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasBeenWrittenToSince ( const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) * In, [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, uint64 InSystemSerial ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::HasAccessorWork ( const [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) * EntityManager, const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasBeenWrittenToSince ( const [FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess) * In, [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, uint64 InSystemSerial ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::HasBeenWrittenToSince ( const [FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess) * In, [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, uint64 InSystemSerial ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::HasBeenWrittenToSince ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In, [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, uint64 InSystemSerial ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::HasBeenWrittenToSince ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In, [FEntityAllocation](API\Runtime\MovieScene\EntitySystem\FEntityAllocation) * Allocation, uint64 InSystemSerial ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::IsAccessorValid ( const [FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess) * In ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::IsAccessorValid ( const [FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess) * In ) } }


code: namespace UE { namespace MovieScene { bool UE::MovieScene::IsAccessorValid ( const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) * ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::IsAccessorValid ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In ) } }


code: namespace UE { namespace MovieScene { template<typename... T> bool UE::MovieScene::IsAccessorValid ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In ) } }


code: namespace UE { namespace MovieScene { template<typename T, typename U> constexpr bool UE::MovieScene::IsCompositePropertyTraits ( T * ) } }


description: Component masks are stored as fixed size inline bit arrays, so considerations should be made before increasing this number.

code: namespace UE { namespace MovieScene { static UE::MovieScene::MaximumNumComponentsSupported = 256; } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::IsCompositePropertyTraits ( ... ) } }


code: namespace UE { namespace MovieScene { [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) & UE::MovieScene::operator&= ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) & Lhs, [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Rhs ) } }


code: namespace UE { namespace MovieScene { [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & UE::MovieScene::operator&= ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & Lhs, [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) & UE::MovieScene::operator&= ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) & Lhs, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Rhs ) } }


code: namespace UE { namespace MovieScene { [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) & UE::MovieScene::operator&= ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) & Lhs, [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) & UE::MovieScene::operator&= ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) & Lhs, [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Rhs ) } }


code: namespace UE { namespace MovieScene { [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) & UE::MovieScene::operator&= ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) & Lhs, [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Rhs ) } }


code: namespace UE { namespace MovieScene { [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) & UE::MovieScene::operator&= ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) & Lhs, [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Rhs ) } }


code: namespace UE { namespace MovieScene { [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) & UE::MovieScene::operator&= ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) & Lhs, [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) & UE::MovieScene::operator&= ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) & Lhs, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) & UE::MovieScene::operator&= ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) & Lhs, [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Rhs ) } }


code: namespace UE { namespace MovieScene { [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) & UE::MovieScene::operator^= ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) & Lhs, [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Rhs ) } }


code: namespace UE { namespace MovieScene { [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & UE::MovieScene::operator^= ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & Lhs, [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) & UE::MovieScene::operator^= ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) & Lhs, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Rhs ) } }


code: namespace UE { namespace MovieScene { [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) & UE::MovieScene::operator^= ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) & Lhs, [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Rhs ) } }


code: namespace UE { namespace MovieScene { [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) & UE::MovieScene::operator^= ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) & Lhs, [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Rhs ) } }


code: namespace UE { namespace MovieScene { [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) & UE::MovieScene::operator^= ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) & Lhs, [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Rhs ) } }


code: namespace UE { namespace MovieScene { [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) & UE::MovieScene::operator^= ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) & Lhs, [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Rhs ) } }


code: namespace UE { namespace MovieScene { [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) & UE::MovieScene::operator^= ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) & Lhs, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) & UE::MovieScene::operator^= ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) & Lhs, [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) UE::MovieScene::operator& ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Lhs, [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) UE::MovieScene::operator& ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Lhs, [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) UE::MovieScene::operator& ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Lhs, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) UE::MovieScene::operator& ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Lhs, [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) UE::MovieScene::operator& ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Lhs, [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Rhs ) } }


code: namespace UE { namespace MovieScene { [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) & UE::MovieScene::operator^= ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) & Lhs, [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UE::MovieScene::operator& ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Lhs, [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) UE::MovieScene::operator& ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Lhs, [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) UE::MovieScene::operator& ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Lhs, [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) UE::MovieScene::operator& ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Lhs, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) UE::MovieScene::operator& ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Lhs, [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) UE::MovieScene::operator^ ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Lhs, [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) UE::MovieScene::operator^ ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Lhs, [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) UE::MovieScene::operator^ ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Lhs, [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) UE::MovieScene::operator^ ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Lhs, [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UE::MovieScene::operator^ ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Lhs, [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) UE::MovieScene::operator^ ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Lhs, [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) UE::MovieScene::operator^ ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Lhs, [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) UE::MovieScene::operator^ ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Lhs, [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) UE::MovieScene::operator^ ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Lhs, [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) UE::MovieScene::operator^ ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Lhs, [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) Rhs ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) E ) } }


code: namespace UE { namespace MovieScene { constexpr bool UE::MovieScene::operator! ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) UE::MovieScene::operator~ ( [FObjectFactoryBatch::EResolveError](API\Runtime\MovieScene\EntitySystem\FObjectFactoryBatch\EResolveError) E ) } }


code: namespace UE { namespace MovieScene { constexpr [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) UE::MovieScene::operator~ ( [ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) UE::MovieScene::operator~ ( [EEntityRecursion](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntityRecursion) E ) } }


code: namespace UE { namespace MovieScene { constexpr [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) UE::MovieScene::operator~ ( [EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) UE::MovieScene::operator~ ( [ERunnerFlushState](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerFlushStat-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) UE::MovieScene::operator~ ( [ERunnerUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ERunnerUpdateFla-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) UE::MovieScene::operator~ ( [ESystemPhase](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESystemPhase) E ) } }


code: namespace UE { namespace MovieScene { constexpr [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) UE::MovieScene::operator~ ( [EComponentTypeFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComponentTypeFl-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) UE::MovieScene::operator~ ( [EMutuallyInclusiveComponentType](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__-) E ) } }


code: namespace UE { namespace MovieScene { constexpr [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) UE::MovieScene::operator~ ( [EComplexFilterMode](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EComplexFilterMo-) E ) } }


code: namespace UE { namespace MovieScene { template<typename... CompositeTypes, int... CompositeIndices> void UE::MovieScene::PatchCompositeValueImpl ( const [TIntegerSequence](API\Runtime\Core\Delegates\TIntegerSequence)< int, CompositeIndices... > &, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > CompositeDefinitions, uint8 * OutValueBase, const CompositeTypes *... Composites ) } }


code: namespace UE { namespace MovieScene { template<typename CompositeType> void UE::MovieScene::PatchComposite ( uint8 * OutValueBase, const CompositeType * Composite, uint16 PtrOffset ) } }


code: namespace UE { namespace MovieScene { template<typename... CompositeTypes> void UE::MovieScene::PatchCompositeValue ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPropertyCompositeDefinition](API\Runtime\MovieScene\EntitySystem\FPropertyCompositeDefinition) > CompositeDefinitions, void * OutValueAddress, const CompositeTypes *... Composites ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulatePrerequisites ( const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) *, const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, FGraphEventArray * OutGatheredPrereqs ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulatePrerequisites ( const [FComponentAccess](API\Runtime\MovieScene\EntitySystem\FComponentAccess) * In, const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, FGraphEventArray * OutGatheredPrereqs ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulatePrerequisites ( const [FOptionalComponentAccess](API\Runtime\MovieScene\EntitySystem\FOptionalComponentAccess) * In, const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, FGraphEventArray * OutGatheredPrereqs ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::PopulatePrerequisites ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In, const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, FGraphEventArray * OutGatheredPrereqs ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::PopulatePrerequisites ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In, const [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\FSystemTaskPrerequisites) & InPrerequisites, FGraphEventArray * OutGatheredPrereqs ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateReadWriteDependencies ( const [FEntityIDAccess](API\Runtime\MovieScene\EntitySystem\FEntityIDAccess) *, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateReadWriteDependencies ( const [FReadAccess](API\Runtime\MovieScene\EntitySystem\FReadAccess) * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateReadWriteDependencies ( const [FOptionalReadAccess](API\Runtime\MovieScene\EntitySystem\FOptionalReadAccess) * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateReadWriteDependencies ( const [FWriteAccess](API\Runtime\MovieScene\EntitySystem\FWriteAccess) * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::PopulateReadWriteDependencies ( const [TReadOneOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOfAccessor)< T... > * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateReadWriteDependencies ( const [FOptionalWriteAccess](API\Runtime\MovieScene\EntitySystem\FOptionalWriteAccess) * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateSubsequents ( const [FWriteAccess](API\Runtime\MovieScene\EntitySystem\FWriteAccess) * In, const FGraphEventRef & InEvent, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks) & OutSubsequents ) } }


code: namespace UE { namespace MovieScene { template<typename... T> void UE::MovieScene::PopulateReadWriteDependencies ( const [TReadOneOrMoreOfAccessor](API\Runtime\MovieScene\EntitySystem\TReadOneOrMoreOfAccessor)< T... > * In, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutReadDependencies, [FComponentMask](API\Runtime\MovieScene\EntitySystem\FComponentMask) & OutWriteDependencies ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateSubsequents ( const void * In, const FGraphEventRef & InEvent, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks) & OutSubsequents ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::PopulateSubsequents ( const [FOptionalWriteAccess](API\Runtime\MovieScene\EntitySystem\FOptionalWriteAccess) * In, const FGraphEventRef & InEvent, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\FSystemSubsequentTasks) & OutSubsequents ) } }


code: namespace UE { namespace MovieScene { template<typename TaskType> static [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) UE::MovieScene::SchedulePostTask ( [IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) *, const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) &, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TaskType > &, void * ) } }


code: namespace UE { namespace MovieScene { template<typename TaskType, typename TaskImplType> static [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) UE::MovieScene::SchedulePostTask ( [IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * InScheduler, const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & Params, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TaskType > & Context, TaskImplType * Unused, decltype &::PostTask * ) } }


code: namespace UE { namespace MovieScene { template<typename TaskType> static [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) UE::MovieScene::SchedulePreTask ( [IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) *, const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) &, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TaskType > &, void * ) } }


code: namespace UE { namespace MovieScene { template<typename TaskType, typename TaskImplType> static [FTaskID](API\Runtime\MovieScene\EntitySystem\FTaskID) UE::MovieScene::SchedulePreTask ( [IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * InScheduler, const [FTaskParams](API\Runtime\MovieScene\EntitySystem\FTaskParams) & Params, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TaskType > & Context, TaskImplType * Unused, decltype &::PreTask * ) } }


description: Must be released when it is no longer needed in order to prevent leaking channels.


className: DefaultPriority

description: Default blender system priority. Higher priorities win, negative priorities are supported.

code: static constexpr int32 DefaultPriority = 0;


description: Get the unique ID for this blender system's underlying type.


description: Get a blender system class, given a blender system ID.

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneBlenderSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneBlenderSystem) > GetBlenderSystemClass ( [FMovieSceneBlenderSystemID](API\Runtime\MovieScene\EntitySystem\FMovieSceneBlenderSystemID) InSystemID )


description: Retrieve the tag that should accompany any blend input and output components to be used by this blender


code: virtual bool IsRelevantImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker ) const


description: Retrieve the selection priority to use when choosing a blender system. Highest wins.

code: int32 GetSelectionPriority() const


description: Get the unique ID for a given blender system type.

code: template<typename BlenderSystemClass> static [FMovieSceneBlenderSystemID](API\Runtime\MovieScene\EntitySystem\FMovieSceneBlenderSystemID) GetBlenderSystemID()


description: Release a previously allocated blend channel.

code: void ReleaseBlendChannel ( [FMovieSceneBlendChannelID](API\Runtime\MovieScene\EntitySystem\FMovieSceneBlendChannelID) BlendChannelID )


code: UMovieSceneBlenderSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneBlenderSystem

description: A simple example of 3 blended floats is as follows: Entity Data: Inputs: float [float component], uint16 [blend channel input], [Absolute Tag] => [ { 100.f, 0 }, { 200.f, 1 } ] float [float component], uint16 [blend channel input], [Additive Tag] => [ { 50.f, 1} ] Outputs: float [float component], uint16 [blend channel output] => [ { 0.f, 0}, { 0.f, 1} ] To perform blending for this data, accumulation buffers are allocated per-blend-type, and each blend accumulates into the index of its blend channel input component. A final combination pass walks over blend channel outputs a writes the results into the result component from the accumulation buffer.

code: class UMovieSceneBlenderSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)

AllocatedBlendChannels

type: TBitArray

description: Bit array specifying currently allocated blend channels

SelectionPriority

description: Priority to use when selecting a blender system for a given set of entities.


className: UMovieSceneBlenderSystemSupport

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


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


code: virtual bool IsRelevantImpl &40; UMovieSceneEntitySystemLinker &42; InLinker &41; const


code: virtual void OnRun &40; FSystemTaskPrerequisites & InPrerequisites, FSystemSubsequentTasks & Subsequents &41;


code: UMovieSceneCachePreAnimatedStateSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneCachePreAnimatedStateSystem

description: System that becomes relevant if there are any entites tagged RestoreState, or UMovieSceneEntitySystemLinker::ShouldCaptureGlobalState is true. When run this system will iterate the instantiation phase in order, and call IMovieScenePreAnimatedStateSystemInterface::Save(Global)PreAnimatedState on any systems that implement the necessary interface


code: void UnlinkStaleObjectBindings ( [UE::MovieScene::TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< [FGuid](API\Runtime\Core\Misc\FGuid) > BindingType )


code: void UnlinkStaleObjectBindings ( [UE::MovieScene::TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) > BindingType )


code: UMovieSceneEntityInstantiatorSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneEntityInstantiatorSystem

code: class UMovieSceneEntityInstantiatorSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)


className: UMovieSceneEntityProvider

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


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


description: Called when the linker is being destroyed

code: void Abandon()


description: Prints a graphviz markup for the global system dependency graph

code: static void DebugPrintGlobalDependencyGraph ( bool bUpdateCache )


description: Informs the dependency graph that the specified class type consumes components of the specified type, and as such should always execute after any producers of that component type.

code: static void DefineComponentConsumer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > ClassType, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FComponentTypeID) ComponentType )


description: Informs the dependency graph that the specified class type produces components of the specified type. Any systems set up as consumers of this component type will always be run after

code: static void DefineComponentProducer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > ClassType, [FComponentTypeID](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FComponentTypeID) ComponentType )


description: Disable this system if it is not already. Disabled systems will remain in the system graph, and will stay alive as long as they are relevant, but will not be Run.

code: void Disable()


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Enable this system if it is not already.

code: void Enable()


description: Creates a relationship between the two system types that ensures any systems of type UpstreamSystemType always execute before DownstreamSystemType if they are both present

code: static void DefineImplicitPrerequisite ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > UpstreamSystemType, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem) > DownstreamSystemType )


description: Gets the ID of this system's type in the global dependency graph


description: Returns system categories


description: Returns the ID of this system in the system graphs

code: uint16 GetGraphID() const


description: Returns the linker that owns this system

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


description: Returns the phase(s) during which this system should be run


description: Get the global IDs of all subsequent systems of the given system

code: static void GetSubsequentSystems ( uint16 FromGlobalNodeID, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & OutSubsequentGlobalNodeIDs )


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Called to know if the system is still relevant and should be kept around

code: bool IsRelevant ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker ) const


code: virtual bool IsRelevantImpl &40; UMovieSceneEntitySystemLinker &42; InLinker &41; const


description: Link all systems that pass the given linker's filter

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


description: Called when the system is added to a linker

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


description: Link all systems in a given category

code: static void LinkCategorySystems ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker, [UE::MovieScene::EEntitySystemCategory](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemCat-) InCategory )


description: Ensure that any systems relevant to the specified linker's entity manager are linked

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


code: virtual void OnRun &40; FSystemTaskPrerequisites & InPrerequisites, FSystemSubsequentTasks & Subsequents &41;


code: virtual void OnSchedulePersistentTasks &40; UE::MovieScene::IEntitySystemScheduler &42; TaskScheduler &41;


description: Create a new system category


description: Called to schedule work

code: void SchedulePersistentTasks ( [UE::MovieScene::IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * Scheduler )


description: Sets the ID of this system in the system graphs

code: void SetGraphID ( uint16 InGraphID )


description: Sort the given systems by their flow order, suitable for execution

code: static void SortByFlowOrder ( [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & InOutGlobalNodeIDs )


className: TComponentTypeID

code: typedef [UE::MovieScene::TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > TComponentTypeID


description: Called when the system is removed from the linker

code: void Unlink()


code: UMovieSceneEntitySystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


description: Called when the system should run its logic

code: void Run ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


description: Add an extension to this linker.

code: template<typename ExtensionType> void AddExtension ( [UE::MovieScene::TEntitySystemLinkerExtensionID](API\Runtime\MovieScene\EntitySystem\TEntitySystemLinkerExtensionID)< ExtensionType > InID, ExtensionType * InExtension )


className: UMovieSceneEntitySystem

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

bSystemIsEnabled

type: bool

description: When false, this system will not call its OnRun function, but will still be kept alive as long as IsRelevant is true

Linker

type: TObjectPtr<UMo...

RelevantComponent

type: FComponentTypeI...

description: Defines a single component that makes this system automatically linked when it exists in an entity manager.


description: Add an extension to this linker.

code: template<typename ExtensionType> void AddExtension ( ExtensionType * InExtension )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void AutoLinkRelevantSystems()


code: void AutoUnlinkIrrelevantSystems()


description: Creates a new linker

code: static [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * CreateLinker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreferredOuter, [UE::MovieScene::EEntitySystemLinkerRole](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemLin-) LinkerRole )


code: void EndEvaluation ( [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) & InRunner )


description:
Attempt to find an extension to this linker by its ID
A pointer to the extension, or nullptr if it is not active.

code: template<typename ExtensionType> ExtensionType * FindExtension() const


code: template<typename ExtensionType> ExtensionType * FindExtension ( [UE::MovieScene::TEntitySystemLinkerExtensionID](API\Runtime\MovieScene\EntitySystem\TEntitySystemLinkerExtensionID)< ExtensionType > InID ) const


code: void CleanupInvalidBoundObjects()


description: Finds or creates a named linker

code: static [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * FindOrCreateLinker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreferredOuter, [UE::MovieScene::EEntitySystemLinkerRole](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemLin-) LinkerRole, const TCHAR * Name )


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


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


description: Gets the global component registry


description: Gets this linker's instance registry

code: const [FInstanceRegistry](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker\FInstanceRegistr-) * GetInstanceRegistry() const


description: Gets this linker's instance registry


description: Gets the role of this linker


code: bool HasLinkedSystem ( const uint16 GlobalDependencyGraphID )


description: Gets this linker's system filter.


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


code: template<typename SystemType> SystemType * LinkSystem()


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


description: Links a given type of system. Returns null if the system type isn't allowed on this linker

code: template<typename SystemType> SystemType * LinkSystemIfAllowed()


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


code: void PostInstantation ( [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) & InRunner )


description: Register a new extension type for use with any instance of aUMovieSceneEntitySystemLinker

code: template<typename ExtensionType> static [UE::MovieScene::TEntitySystemLinkerExtensionID](API\Runtime\MovieScene\EntitySystem\TEntitySystemLinkerExtensionID)< ExtensionType > RegisterExtension()


description: Remove an extension, if it exists

code: void RemoveExtension ( [UE::MovieScene::FEntitySystemLinkerExtensionID](API\Runtime\MovieScene\EntitySystem\FEntitySystemLinkerExtensionID) ExtensionID )


code: bool StartEvaluation ( [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) & InRunner )


description: Gets the role of this linker

code: void SetLinkerRole ( [UE::MovieScene::EEntitySystemLinkerRole](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__EEntitySystemLin-) InRole )


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


description: Completely reset this linker back to its default state, abandoning all systems and destroying all entities

code: void Reset()


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


code: typedef [UE::MovieScene::TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< T > TComponentTypeID


code: void UnlinkIrrelevantSystems()


description: Constructs a new linker

code: UMovieSceneEntitySystemLinker ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneEntitySystemLinker

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

AbandonLinker

type: FMovieSceneEnti...

EntityManager

type: FEntityManager

Events

type: UMovieSceneEnti...


code: UMovieSceneEvalTimeSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: virtual void OnRun ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


code: virtual void OnSchedulePersistentTasks ( [UE::MovieScene::IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * TaskScheduler )


code: virtual bool IsRelevantImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * InLinker ) const


code: void AddEvent ( [UE::MovieScene::FInstanceHandle](API\Runtime\MovieScene\EntitySystem\FInstanceHandle) RootInstance, const [FMovieSceneEvaluationHookEvent](API\Runtime\MovieScene\EntitySystem\FMovieSceneEvaluationHookEvent) & InEvent )


className: UMovieSceneEvalTimeSystem

code: class UMovieSceneEvalTimeSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)


code: virtual bool IsRelevantImpl &40; UMovieSceneEntitySystemLinker &42; InLinker &41; const


code: virtual void OnRun &40; FSystemTaskPrerequisites & InPrerequisites, FSystemSubsequentTasks & Subsequents &41;


code: virtual void OnSchedulePersistentTasks &40; UE::MovieScene::IEntitySystemScheduler &42; TaskScheduler &41;


code: UMovieSceneEvaluationHookSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneEvaluationHookSystem

code: class UMovieSceneEvaluationHookSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)


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


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


code: UMovieSceneRestorePreAnimatedStateSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


description: System that becomes relevant if there are any entites tagged RestoreState, or UMovieSceneEntitySystemLinker::ShouldCaptureGlobalState is true. When run this system will iterate the instantiation phase in reverse order, and call IMovieScenePreAnimatedStateSystemInterface::Restore(Global)PreAnimatedState on any systems that implement the necessary interface.


code: UMovieSceneRootInstantiatorSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneRootInstantiatorSystem

code: class UMovieSceneRootInstantiatorSystem : public [UMovieSceneEntityInstantiatorSystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntityInstantiatorSys-)


code: UMovieSceneSpawnablesSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneSpawnablesSystem

code: class UMovieSceneSpawnablesSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)


className: UMovieSceneValueDecomposer

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


className: UnboundTaskFunctionPtr

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


description: Add a new token to this accumulator to be applied using the specified actuator type

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> void Add ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorType, [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken)< [DataType](API\Plugins\OptimusCore\DataType) > && InToken )


description: Consolidate all tokens currently accumulated into the specified container. Used for offline interrogation.

code: void Consolidate ( [TMap](API\Runtime\Core\Containers\TMap)< [FMovieSceneBlendingKey](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingKey), FActuatorTokenStackPtr > & InOutBlendState )


description: Consolidate all tokens currently accumulated into the specified container by resolving the specified operand. Used for runtime evaluation.

code: void Consolidate ( [TMap](API\Runtime\Core\Containers\TMap)< [FMovieSceneBlendingKey](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingKey), FActuatorTokenStackPtr > & InOutBlendState, [FMovieSceneEvaluationOperand](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationOperand) InOperand, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


code: [FMovieSceneAccumulatedBlendState](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneAccumulatedBlendState) & operator= ( const [FMovieSceneAccumulatedBlendState](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneAccumulatedBlendState) & )


description: Reset this container

code: void Reset()


code: FMovieSceneAccumulatedBlendState ( const [FMovieSceneAccumulatedBlendState](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneAccumulatedBlendState) & )


code: FMovieSceneAccumulatedBlendState()


code: FMovieSceneAccumulatedBlendState ( [FMovieSceneAccumulatedBlendState](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneAccumulatedBlendState) && )


className: FMovieSceneAccumulatedBlendState

description: Blendable token state that's accumulated per-operand

code: struct FMovieSceneAccumulatedBlendState


description: Apply all currently accumulated blends

code: void Apply ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FPersistentEvaluationData](API\Runtime\MovieScene\Evaluation\FPersistentEvaluationData) & PersistentData, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


description: DefineActuator

code: template<typename ActuatorDataType> void BlendToken ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID, const [FMovieSceneEvaluationScope](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationScope) & InScope, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken)< ActuatorDataType > && InToken )


description: DefineActuator

code: template<typename ActuatorDataType> void BlendToken ( const [FMovieSceneEvaluationOperand](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationOperand) & InOperand, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID, const [FMovieSceneEvaluationScope](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationScope) & InScope, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken)< ActuatorDataType > && InToken )


code: template<typename ActuatorDataType> void BlendToken ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID, const [FMovieSceneEvaluationScope](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationScope) & InScope, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, ActuatorDataType && InInputValue, EMovieSceneBlendType InBlendType, float InWeight )


code: template<typename ActuatorDataType> void BlendToken ( const [FMovieSceneEvaluationOperand](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationOperand) & InOperand, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID, const [FMovieSceneEvaluationScope](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationScope) & InScope, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, ActuatorDataType && InInputValue, EMovieSceneBlendType InBlendType, float InWeight )


description:
Define an actuator with the specified unique ID that operates on a specific data type
A pointer to an actuator if one already exists, nullptr otherwise

code: void DefineActuator ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\IMovieSceneBlendingActuator) > InActuator )


description: Interrogate the final blended result when applied to the specified object

code: void Interrogate ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FMovieSceneInterrogationData](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationData) & InterrogationData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimatedObject )


description:
Find an existing actuator with the specified ID that operates on a specific data type
A pointer to an actuator if one already exists, nullptr otherwise

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneBlendingActuator)< [DataType](API\Plugins\OptimusCore\DataType) > * FindActuator ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorTypeID ) const


code: FMovieSceneBlendingActuatorID ( [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID) InTypeID )


className: FMovieSceneBlendingAccumulator

code: struct FMovieSceneBlendingAccumulator

Actuators

type: TMap<FMovieSce...

description: Map of actuator ID to actuator


className: FMovieSceneBlendingActuatorID

code: struct FMovieSceneBlendingActuatorID : public [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID)


className: FMovieSceneBlendingKey

code: struct FMovieSceneBlendingKey

ActuatorType

type: FMovieSceneBlen...

description: The type of the animation being applied to the object above

ObjectPtr

type: UObject*

description: The object that the animation applies to


description: Add or remove the specified blend types

code: template<typename... E> void Add ( E... Types )


description: Add the specified blend type to this field

code: void Add ( EMovieSceneBlendType Type )


description: Add or remove the specified blend types

code: void Add ( [FMovieSceneBlendTypeField](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeField) Field )


description: Check whether this field contains the specified blend type

code: bool Contains ( EMovieSceneBlendType InBlendType ) const


description: Retrieve a bit field representing all blend types


description: Invert this type field


description: Retrieve a bit field representing No blend types


description: Count how many blend types are contained within this field

code: int32 Num() const


code: template<typename... E> void Remove ( E... Types )


description: Remove the specified blend type from this field

code: void Remove ( EMovieSceneBlendType Type )


description: Constructor

code: FMovieSceneBlendTypeField()


code: void Remove ( [FMovieSceneBlendTypeField](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeField) Field )


code: FMovieSceneBlendTypeField &40; EMovieSceneBlendType InBlendTypeField &41;


code: static [FMovieSceneBlendTypeFieldIterator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeFieldIterato-) Begin ( [FMovieSceneBlendTypeField](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeField) InField )


className: FMovieSceneBlendTypeField

description: Type that specifies a set of blend types that are supported for a particular section. Implemented in this way to avoid direct use of EMovieSceneBlendType as bit flags.

code: struct FMovieSceneBlendTypeField


code: static [FMovieSceneBlendTypeFieldIterator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeFieldIterato-) End ( [FMovieSceneBlendTypeField](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeField) InField )


code: bool operator== ( const [FMovieSceneBlendTypeFieldIterator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeFieldIterato-) & RHS ) const


code: EMovieSceneBlendType operator*()


code: bool operator!= ( const [FMovieSceneBlendTypeFieldIterator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendTypeFieldIterato-) & RHS ) const


className: FMovieSceneBlendTypeFieldIterator


description: Construction from the object whose initial value to remove, and the actuator to remove it from

code: FMovieSceneRemoveInitialGlobalValueTokenProducer ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\IMovieSceneBlendingActuator) > InWeakActuator )


description: Pre animated token producer that reverts a global initial value from the actuator when its state is restored


code: FMovieSceneRemoveInitialValueTokenProducer ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\IMovieSceneBlendingActuator) > InWeakActuator )


description: Pre animated token producer that reverts the object's initial value from the actuator when its state is restored

code: struct FMovieSceneRemoveInitialValueTokenProducer : public [IMovieScenePreAnimatedTokenProducer](API\Runtime\MovieScene\IMovieScenePreAnimatedTokenProdu-)


description: Get this blend type. Must have been set to a valid enumeration.

code: EMovieSceneBlendType Get() const


description: Check if this blend type has been set

code: bool IsValid() const


description:
Under some circumstances, the environment may already be animated (for instance, after something has animated, but didn't restore state)
A valid pre animated token that will restore the environment back to its current state

code: virtual IMovieScenePreAnimatedGlobalTokenPtr CacheExistingState() const


description:
Under some circumstances, the object may already be animated (for instance, after something has animated the object, but didn't restore state)
A valid pre animated token that will restore this object back to its current state

code: virtual IMovieScenePreAnimatedTokenPtr CacheExistingState ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Assignment from a EMovieSceneBlendType enumeration

code: [FOptionalMovieSceneBlendType](API\Runtime\MovieScene\Evaluation\Blending\FOptionalMovieSceneBlendType) & operator= ( EMovieSceneBlendType InBlendType )


code: FOptionalMovieSceneBlendType()


code: FOptionalMovieSceneBlendType ( EMovieSceneBlendType InBlendType )


className: FOptionalMovieSceneBlendType

description: Optional blend type structure

code: struct FOptionalMovieSceneBlendType

bIsValid

description: Boolean indicating whether BlendType is valid

BlendType

type: EMovieSceneBlen...

description: The actual blend type


description: Implemented by typed stacks to compute the final blended value for its data, and apply that result to the specified object

code: void ComputeAndActuate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FMovieSceneBlendingAccumulator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingAccumulator) & Accumulator, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) ActuatorTypeID, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FPersistentEvaluationData](API\Runtime\MovieScene\Evaluation\FPersistentEvaluationData) & PersistentData, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


description: Constructor

code: IBlendableTokenStack ( [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID) InDataTypeID )


description: Implemented by typed stacks to interrogate the final blended value for its data.

code: void Interrogate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimatedObject, [FMovieSceneInterrogationData](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationData) & InterrogationData, [FMovieSceneBlendingAccumulator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingAccumulator) & Accumulator, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) ActuatorTypeID, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context )


className: IBlendableTokenStack

description: Base interface for a stack of typed tokens

code: struct IBlendableTokenStack

DataTypeID

type: FMovieSceneAnim...

description: The type of data that this stack contains


description: Access the result of GetBlendingDataType() for the data that this actuator can apply


description: Virtual destructor

code: virtual ~IBlendableTokenStack()


description: Remove the initial value for the specified object from this actuator causing it to be re-computed next time it is required.

code: void RemoveInitialValueForObject ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InObject )


code: virtual ~IMovieSceneBlendingActuator()


className: IMovieSceneBlendingActuator

description: Base class for all blending actuators

code: struct IMovieSceneBlendingActuator : public [TSharedFromThis< IMovieSceneBlendingActuator >](API\Runtime\Core\Templates\TSharedFromThis)


description: Add this value into the specified cumulative blend

code: void AddTo ( [WorkingDataType](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken\WorkingDataType) & CumulativeBlend, [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< [DataType](API\Plugins\OptimusCore\DataType) > & InitialValueStore ) const


code: [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) & operator= ( const [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) & )


code: [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) & operator= ( [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) && )


description: Default construction

code: TBlendableToken()


description: Copying is disabled

code: TBlendableToken ( const [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) & )


description: Move construction/assignment

code: TBlendableToken ( [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken) && )


description: Construction from a value, scope, context, blend method, and a weight

code: template<typename T> TBlendableToken ( T && InValue, const [FMovieSceneEvaluationScope](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationScope) & InCurrentScope, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & InContext, EMovieSceneBlendType InBlendType, float InWeight )


description: Construction from a value, blend method, and a weight. Scope and bias to be populated later

code: template<typename T> TBlendableToken ( T && InValue, EMovieSceneBlendType InBlendType, float InWeight )


description: Conditionally add a token to this stack if it has a >= hierarchical bias, removing anything of a lower bias

code: void AddToken ( const [TBlendableToken](API\Runtime\MovieScene\Evaluation\Blending\TBlendableToken)< [DataType](API\Plugins\OptimusCore\DataType) > * TokenToAdd )


className: TBlendableToken

description: Templated structure that encapsulates any blendable data type, and the information required to blend it

code: template<typename DataType> struct TBlendableToken

AnimatingScope

type: FMovieSceneEval...

description: The scope from which this token was generated.

BlendType

description: Enumeration specifying how this token should be blended

HierarchicalBias

description: The hierarchical bias for this template instance

Weight

type: float

description: Weight to apply to the value


description: Definition needs to exist after the definition ofFMovieSceneBlendingAccumulator

code: virtual void ComputeAndActuate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FMovieSceneBlendingAccumulator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingAccumulator) & Accumulator, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorType, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FPersistentEvaluationData](API\Runtime\MovieScene\Evaluation\FPersistentEvaluationData) & PersistentData, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


code: virtual void Interrogate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimatedObject, [FMovieSceneInterrogationData](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationData) & InterrogationData, [FMovieSceneBlendingAccumulator](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingAccumulator) & Accumulator, [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) ActuatorTypeID, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context )


description: Helper function for saving pre-animated state for all entites that contributed to this stack, regardless of whether they want restore state or not

code: template<typename... T> void SavePreAnimatedStateForAllEntities ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, T &&... Args ) const


description: Helper function for saving pre-animated state for all entites that want RestoreState and relate to the current token stack.

code: template<typename... T> void SavePreAnimatedState ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, T &&... Args ) const


className: TBlendableTokenStack

description: Implementation of a blendable token stack for any given data type

code: template<typename DataType> struct TBlendableTokenStack : public [IBlendableTokenStack](API\Runtime\MovieScene\Evaluation\Blending\IBlendableTokenStack)

CurrentBias

description: The highest encountered hierarchical bias

Tokens

type: TArray< constT...

description: This stack's typed blendable tokens


className: TBlendableTokenTraits

code: template<typename DataType> struct TBlendableTokenTraits


className: WorkingDataType

code: typedef UE::MovieScene::TMaskedBlendable< float, 9 > WorkingDataType


className: TBlendableTokenTraits< FLinearColor >

code: template<> struct TBlendableTokenTraits< FLinearColor >


code: typedef UE::MovieScene::TMaskedBlendable< float, 4 > WorkingDataType


code: typedef UE::MovieScene::TMaskedBlendable< float, 1 > WorkingDataType


className: TBlendableTokenTraits< FTransform >

code: template<> struct TBlendableTokenTraits< FTransform >


code: template<> struct TBlendableTokenTraits< FEulerTransform >


code: typedef UE::MovieScene::TMaskedBlendable< float, 3 > WorkingDataType


className: TBlendableTokenTraits< FVector >

code: template<> struct TBlendableTokenTraits< FVector >


className: TBlendableTokenTraits< float >

code: template<> struct TBlendableTokenTraits< float >


code: typedef UE::MovieScene::TMaskedBlendable< float, 2 > WorkingDataType


className: TBlendableTokenTraits< FVector2D >

code: template<> struct TBlendableTokenTraits< FVector2D >


className: TBlendableTokenTraits< FVector4 >

code: template<> struct TBlendableTokenTraits< FVector4 >


code: typedef UE::MovieScene::TMaskedBlendable< double, 1 > WorkingDataType


description: Resolve this structure's data into a final value to pass to the actuator

code: template<typename ActualDataType> ActualDataType Resolve ( [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< ActualDataType > & InitialValueStore )


className: TBlendableTokenTraits< int32 >

description: Define working data types for blending calculations

code: template<> struct TBlendableTokenTraits< int32 >


className: TMaskedBlendable

description: Working data type used to blend multi-channel values

code: template<typename DataType, uint8 N> struct TMaskedBlendable

Absolute

type: TMultiChannelVa...

description: Per-channel absolute values to apply, pre-multiplied by their weight

AbsoluteWeights

type: float[N]

description: Cumulative absolute weights for each channel

Additive

description: Per-channel additive values to apply, pre-multiplied by their weight

InitialValue

type: TOptional<TMul...

description: Cached initial value for this blendable in multi-channel form


description: Add the final result of a blending operation to the interrogation data

code: virtual void Actuate ( [FMovieSceneInterrogationData](API\Runtime\MovieScene\Compilation\FMovieSceneInterrogationData) & InterrogationData, typename [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< [DataType](API\Plugins\OptimusCore\DataType) >::ParamType InValue, const [TBlendableTokenStack](API\Runtime\MovieScene\Evaluation\Blending\TBlendableTokenStack)< [DataType](API\Plugins\OptimusCore\DataType) > & OriginalStack, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context ) const


description: Apply the the specified value to an object.

code: void Actuate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, typename [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< [DataType](API\Plugins\OptimusCore\DataType) >::ParamType InValue, const [TBlendableTokenStack](API\Runtime\MovieScene\Evaluation\Blending\TBlendableTokenStack)< [DataType](API\Plugins\OptimusCore\DataType) > & OriginalStack, const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context, [FPersistentEvaluationData](API\Runtime\MovieScene\Evaluation\FPersistentEvaluationData) & PersistentData, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


description: Access this actuator's unique identifier


description: Check whether this actuator has an initial value for the specified animated object

code: bool HasInitialValue ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InObject ) const


description: Remove the initial value for the specified object from this actuator causing it to be re-computed next time it is required.

code: virtual void RemoveInitialValueForObject ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) ObjectToRemove )


description:
Retrieve the current value of the specified object
The current value of the object

code: [DataType](API\Plugins\OptimusCore\DataType) RetrieveCurrentValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player ) const


description: Access the object that this store's initial values relate to

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


description: Constructor

code: TMovieSceneBlendingActuator ( [FMovieSceneBlendingActuatorID](API\Runtime\MovieScene\Evaluation\Blending\FMovieSceneBlendingActuatorID) InActuatorID )


className: TMovieSceneBlendingActuator

description: Templated blending actuator that knows how to apply a specific data type to an object

code: template<typename DataType> struct TMovieSceneBlendingActuator : public [IMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\IMovieSceneBlendingActuator)


description: Access the initial (cached) value from the object that relates to the current actuator's ID, before it was animated by this actuator


description: Access the current (uncached) value from the object that relates to the current actuator's ID


description: Constructor

code: TMovieSceneInitialValueStore ( [TMovieSceneBlendingActuator](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneBlendingActuator)< [DataType](API\Plugins\OptimusCore\DataType) > & InActuator, const [TBlendableTokenStack](API\Runtime\MovieScene\Evaluation\Blending\TBlendableTokenStack)< [DataType](API\Plugins\OptimusCore\DataType) > & InStack, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAnimatingObject, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * InPlayer )


className: TMovieSceneInitialValueStore

description: Temporary data structure used as a proxy to retrieve cached initial values for the currently animating object

code: template<typename DataType> struct TMovieSceneInitialValueStore


description: Access a value with a default

code: T Get ( uint8 Index, T Default ) const


description: Check if this value is empty

code: bool IsEmpty() const


description: Increment the channel at the specified index by the specified amount

code: void Increment ( uint8 Index, T Value )


description: Check if every channel in this value is valid

code: bool IsFull() const


description: Check whether the specified channel index is enabled

code: bool IsSet ( uint8 Index ) const


description: Array indexing operator - returns a channel value

code: T operator[] ( uint8 Index ) const


description: Default Constructor

code: TMultiChannelValue()


description: Enable and apply a value to the specified channel

code: void Set ( uint8 Index, T Value )


description: Construction from a set of values. List size must match the number of channels.

code: template<typename OtherType> TMultiChannelValue ( std::initializer_list< OtherType > InitList )


className: TMultiChannelValue

description: Generic value type that supports a specific number of channels, optionally masked out. Used for blending types that can be represented as a contiguous set of numeric values. Relative, Weighted and Additive blending occurs on a per-channel basis

code: template<typename T, uint8 N> struct TMultiChannelValue


code: namespace UE { namespace MovieScene { template<typename InType, typename WorkingDataType, typename SourceDataType> void UE::MovieScene::BlendValue ( WorkingDataType & OutBlend, InType InValue, float Weight, EMovieSceneBlendType BlendType, [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< SourceDataType > & InitialValueStore ) } }


code: namespace UE { namespace MovieScene { template<typename OutputType, typename InputType, typename ActualValueType> void UE::MovieScene::BlendValue ( [TMaskedBlendable](API\Runtime\MovieScene\Evaluation\Blending\TMaskedBlendable)< OutputType, 1 > & OutBlend, InputType InValue, float Weight, EMovieSceneBlendType BlendType, [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< ActualValueType > & InitialValueStore ) } }


code: namespace UE { namespace MovieScene { template<typename OutputType, typename ActualValueType, uint8 ChannelSize> void UE::MovieScene::BlendValue ( [TMaskedBlendable](API\Runtime\MovieScene\Evaluation\Blending\TMaskedBlendable)< OutputType, ChannelSize > & OutBlend, const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< OutputType, ChannelSize > & InValue, float Weight, EMovieSceneBlendType BlendType, [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< ActualValueType > & InitialValueStore ) } }


code: namespace UE { namespace MovieScene { template<typename OutputType, typename InputType, typename ActualValueType, uint8 ChannelSize> void UE::MovieScene::BlendValue ( [TMaskedBlendable](API\Runtime\MovieScene\Evaluation\Blending\TMaskedBlendable)< OutputType, ChannelSize > & OutBlend, InputType InValue, int32 ChannelIndex, float Weight, EMovieSceneBlendType BlendType, [TMovieSceneInitialValueStore](API\Runtime\MovieScene\Evaluation\Blending\TMovieSceneInitialValueStore)< ActualValueType > & InitialValueStore ) } }


description: Declaration of a function used to generate multi channel data from a source type. Overload in the MovieScene namespace for type-specific functionality.

code: namespace UE { namespace MovieScene { template<typename T, typename SourceData, uint8 N> void UE::MovieScene::MultiChannelFromData ( SourceData InSourceData, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< T, N > & OutChannelData ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( int32 In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< double, 1 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( FVector2D In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 2 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( const FVector4 & In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 4 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( const FTransform & In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 9 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( FVector In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 3 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 9 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 4 > & Out ) } }


description: Declaration of a function used to popupate a specific type with generic channel data after blending has occurred. Overload in the MovieScene namespace for type-specific functionality. For example, to support multi channel blending

code: namespace UE { namespace MovieScene { template<typename T, typename SourceData, uint8 N> void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< T, N > & OutChannelData, SourceData & OutData ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::MultiChannelFromData ( float In, [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 1 > & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< double, 1 > & In, int32 & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 1 > & In, float & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 2 > & In, FVector2D & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 3 > & In, FVector & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 4 > & In, FVector4 & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 9 > & In, FTransform & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 9 > & In, [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & Out ) } }


code: namespace UE { namespace MovieScene { void UE::MovieScene::ResolveChannelsToData ( const [TMultiChannelValue](API\Runtime\MovieScene\Evaluation\Blending\TMultiChannelValue)< float, 4 > & In, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Out ) } }


description: Default construction to an invalid handle

code: FEvaluationTreeEntryHandle()


className: FEvaluationHookParams

code: struct FEvaluationHookParams

Context

type: FMovieSceneCont...

description: Evaluation context

ObjectBindingID

type: FGuid

description: The object binding ID for the hook

SequenceID

type: FMovieSceneSequ...

description: The sequence ID for the hook


description: Check whether this identifier has been initialized. Caution: does not check that the identifier is valid within a givenTEvaluationTreeEntryContainer

code: bool IsValid() const


code: FEvaluationTreeEntryHandle &40; int32 InEntryIndex &41;


code: static [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID) Combine ( [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID) A, [FMovieSceneAnimTypeID](API\Runtime\MovieScene\Evaluation\FMovieSceneAnimTypeID) B )


className: FEvaluationTreeEntryHandle

description: A structure that uniquely identifies an entry within aTEvaluationTreeEntryContainer

code: struct FEvaluationTreeEntryHandle


description: Initialize this structure by storing the hash result in the static ptr itself This ensures subsequent constructions with the same pointer are fast

code: static uint64 Initialize ( uint64 * StaticPtr, uint32 Seed )


description: Generate a hash from the specified static ptr

code: static uint64 GenerateHash ( void * StaticPtr, uint32 Seed )


code: FMovieSceneAnimTypeID ( uint64 * StaticPtr, uint32 Seed )


className: FMovieSceneAnimTypeID

description: Animation type ID that uniquely identifies the type of a change made (ie changing a transform, spawning an object, etc) as part of a sequence evaluation

code: struct FMovieSceneAnimTypeID


description: Apply section pre and post roll based on whether we're in the leading (preroll), or trailing (postroll) region for the section, and the current play direction

code: void ApplySectionPrePostRoll ( bool bInLeadingRegion, bool bInTrailingRegion )


description: Clamp the current evaluation range to the specified range (in the current transform space)

code: [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) Clamp ( [TRange](API\Runtime\Core\Math\TRange)< [FFrameTime](API\Runtime\Core\Misc\FFrameTime) > NewRange ) const


description:
Get the hierarchical bias for the current context
The current hierarchical bias

code: int32 GetHierarchicalBias() const


description: Only valid to call whenHasPostRollStartTime()is true


description: Get the current root to sequence transform for the current sub sequence

code: const [FMovieSceneSequenceTransform](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceTransform) & GetRootToSequenceTransform() const


description: Only valid to call whenHasPreRollEndTime()is true


description: Get the current root to sequence warp counter for the current sub sequence

code: const [FMovieSceneWarpCounter](API\Runtime\MovieScene\Evaluation\FMovieSceneWarpCounter) & GetRootToSequenceWarpCounter() const


description: Get the inverse transform of the current sub sequence, to transform local times back to root times.


description: Get the playback status


description: Check whether we've just jumped to a different time

code: bool HasJumped() const


description: When not set (andIsPreRoll()is true), preroll ends at either the start or end of section bounds, depending on play direction.

code: bool HasPreRollEndTime() const


description: When not set (andIsPostRoll()is true), preroll ends at either the start or end of section bounds, depending on play direction.

code: bool HasPostRollStartTime() const


description: Play direction has already been considered in the calculation of this function, so needs no extra consideration.

code: bool IsPostRoll() const


code: bool IsPreRoll() const


description: Check whether we're evaluating in silent mode (no audio or mutating eval)

code: bool IsSilent() const


description: Report the outer section pre and post roll ranges for the current context

code: void ReportOuterSectionRanges ( [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > InLeadingRange, [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > InTrailingRange )


description: Indicate that we've just jumped to a different time

code: [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & SetHasJumped ( bool bInHasJumped )


description: Set the context to silent mode

code: [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & SetIsSilent ( bool bInIsSilent )


description: Get the hierarchical bias for the current context

code: void SetHierarchicalBias ( int32 InHierarchicalBias )


description: Transform this context to a different sub sequence space

code: [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) Transform ( const [FMovieSceneSequenceTransform](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceTransform) & InTransform, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) NewFrameRate ) const


description: Construction from an evaluation range, and a current status

code: FMovieSceneContext()


code: FMovieSceneContext ( [FMovieSceneEvaluationRange](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationRange) InRange )