UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MovieSceneComponentAccessors.h File Reference

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Classes

struct  UE::MovieScene::FComponentAccess
 
struct  UE::MovieScene::FReadAccess
 
struct  UE::MovieScene::FWriteAccess
 
struct  UE::MovieScene::FOptionalComponentAccess
 
struct  UE::MovieScene::FOptionalReadAccess
 
struct  UE::MovieScene::FOptionalWriteAccess
 
struct  UE::MovieScene::FEntityIDAccess
 
struct  UE::MovieScene::FFilterMatchPassthrough
 
struct  UE::MovieScene::TReadAccess< T >
 
struct  UE::MovieScene::FErasedReadAccess
 
struct  UE::MovieScene::FErasedOptionalReadAccess
 
struct  UE::MovieScene::FErasedWriteAccess
 
struct  UE::MovieScene::TWriteAccess< T >
 
struct  UE::MovieScene::TOptionalReadAccess< T >
 
struct  UE::MovieScene::TOptionalWriteAccess< T >
 
struct  UE::MovieScene::TUnpackMultiComponentData< TIntegerSequence< int, Indices... >, T... >
 
struct  UE::MovieScene::TReadOneOfAccessor< T >
 
struct  UE::MovieScene::TReadOneOrMoreOfAccessor< T >
 

Namespaces

namespace  UE
 
namespace  UE::MovieScene
 

Functions

void UE::MovieScene::AddAccessorToFilter (const FEntityIDAccess *, FEntityComponentFilter *OutFilter)
 
void UE::MovieScene::AddAccessorToFilter (const FFilterMatchPassthrough *, FEntityComponentFilter *OutFilter)
 
void UE::MovieScene::AddAccessorToFilter (const FComponentAccess *In, FEntityComponentFilter *OutFilter)
 
void UE::MovieScene::AddAccessorToFilter (const FOptionalComponentAccess *In, FEntityComponentFilter *OutFilter)
 
template<typename... T>
void UE::MovieScene::AddAccessorToFilter (const TReadOneOfAccessor< T... > *In, FEntityComponentFilter *OutFilter)
 
template<typename... T>
void UE::MovieScene::AddAccessorToFilter (const TReadOneOrMoreOfAccessor< T... > *In, FEntityComponentFilter *OutFilter)
 
void UE::MovieScene::PopulatePrerequisites (const FEntityIDAccess *, const FSystemTaskPrerequisites &InPrerequisites, FGraphEventArray *OutGatheredPrereqs)
 
void UE::MovieScene::PopulatePrerequisites (const FComponentAccess *In, const FSystemTaskPrerequisites &InPrerequisites, FGraphEventArray *OutGatheredPrereqs)
 
void UE::MovieScene::PopulatePrerequisites (const FOptionalComponentAccess *In, const FSystemTaskPrerequisites &InPrerequisites, FGraphEventArray *OutGatheredPrereqs)
 
template<typename... T>
void UE::MovieScene::PopulatePrerequisites (const TReadOneOfAccessor< T... > *In, const FSystemTaskPrerequisites &InPrerequisites, FGraphEventArray *OutGatheredPrereqs)
 
template<typename... T>
void UE::MovieScene::PopulatePrerequisites (const TReadOneOrMoreOfAccessor< T... > *In, const FSystemTaskPrerequisites &InPrerequisites, FGraphEventArray *OutGatheredPrereqs)
 
void UE::MovieScene::PopulateSubsequents (const FWriteAccess *In, const FGraphEventRef &InEvent, FSystemSubsequentTasks &OutSubsequents)
 
void UE::MovieScene::PopulateSubsequents (const FOptionalWriteAccess *In, const FGraphEventRef &InEvent, FSystemSubsequentTasks &OutSubsequents)
 
void UE::MovieScene::PopulateSubsequents (const void *In, const FGraphEventRef &InEvent, FSystemSubsequentTasks &OutSubsequents)
 
void UE::MovieScene::PopulateReadWriteDependencies (const FEntityIDAccess *, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
void UE::MovieScene::PopulateReadWriteDependencies (const FReadAccess *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
void UE::MovieScene::PopulateReadWriteDependencies (const FOptionalReadAccess *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
void UE::MovieScene::PopulateReadWriteDependencies (const FWriteAccess *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
void UE::MovieScene::PopulateReadWriteDependencies (const FOptionalWriteAccess *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
template<typename... T>
void UE::MovieScene::PopulateReadWriteDependencies (const TReadOneOfAccessor< T... > *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
template<typename... T>
void UE::MovieScene::PopulateReadWriteDependencies (const TReadOneOrMoreOfAccessor< T... > *In, FComponentMask &OutReadDependencies, FComponentMask &OutWriteDependencies)
 
bool UE::MovieScene::HasBeenWrittenToSince (const FEntityIDAccess *In, FEntityAllocation *Allocation, uint64 InSystemSerial)
 
bool UE::MovieScene::HasBeenWrittenToSince (const FComponentAccess *In, FEntityAllocation *Allocation, uint64 InSystemSerial)
 
bool UE::MovieScene::HasBeenWrittenToSince (const FOptionalComponentAccess *In, FEntityAllocation *Allocation, uint64 InSystemSerial)
 
template<typename... T>
bool UE::MovieScene::HasBeenWrittenToSince (const TReadOneOfAccessor< T... > *In, FEntityAllocation *Allocation, uint64 InSystemSerial)
 
template<typename... T>
bool UE::MovieScene::HasBeenWrittenToSince (const TReadOneOrMoreOfAccessor< T... > *In, FEntityAllocation *Allocation, uint64 InSystemSerial)
 
template<typename T >
auto UE::MovieScene::GetComponentAtIndex (T *InAccessor, int32 Index) -> decltype(DeclVal< T >().ComponentAtIndex(0))
 
bool UE::MovieScene::GetComponentAtIndex (const bool *BoolPassthrough, int32 Index)
 
bool UE::MovieScene::IsAccessorValid (const FEntityIDAccess *)
 
bool UE::MovieScene::IsAccessorValid (const FFilterMatchPassthrough *)
 
bool UE::MovieScene::IsAccessorValid (const FComponentAccess *In)
 
bool UE::MovieScene::IsAccessorValid (const FOptionalComponentAccess *In)
 
template<typename... T>
bool UE::MovieScene::IsAccessorValid (const TReadOneOfAccessor< T... > *In)
 
template<typename... T>
bool UE::MovieScene::IsAccessorValid (const TReadOneOrMoreOfAccessor< T... > *In)
 
bool UE::MovieScene::HasAccessorWork (const FEntityManager *, const FEntityIDAccess *)
 
bool UE::MovieScene::HasAccessorWork (const FEntityManager *EntityManager, const FComponentAccess *In)
 
bool UE::MovieScene::HasAccessorWork (const FEntityManager *EntityManager, const FOptionalComponentAccess *In)
 
template<typename... T>
bool UE::MovieScene::HasAccessorWork (const FEntityManager *EntityManager, const TReadOneOfAccessor< T... > *In)
 
template<typename... T>
bool UE::MovieScene::HasAccessorWork (const FEntityManager *EntityManager, const TReadOneOrMoreOfAccessor< T... > *In)