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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "EntitySystem/MovieSceneEntityManager.h"#include "EntitySystem/MovieSceneEntityMutations.h"#include "EntitySystem/MovieSceneComponentRegistry.h"#include "EntitySystem/BuiltInComponentTypes.h"#include "Algo/Find.h"#include "UObject/StrongObjectPtr.h"#include "Containers/SortedMap.h"#include "AutoRTFM.h"#include "HAL/PlatformProcess.h"#include "Misc/FeedbackContext.h"#include "EntitySystem/EntityAllocationIterator.h"Classes | |
| struct | UE::MovieScene::FEntityInitializer |
| struct | UE::MovieScene::FEntityInitializer::FEntityAllocationInitializationInfo |
Namespaces | |
| namespace | UE |
| namespace | UE::MovieScene |
Variables | |
| FComponentMask | UE::MovieScene::GEntityManagerEmptyMask |
| int32 | UE::MovieScene::GThreadedEvaluationAllocationThreshold = 32 |
| FAutoConsoleVariableRef | UE::MovieScene::CVarThreadedEvaluationAllocationThreshold (TEXT("Sequencer.ThreadedEvaluation.AllocationThreshold"), GThreadedEvaluationAllocationThreshold, TEXT("(Default: 32) Defines the entity allocation fragmentation threshold above which threaded evaluation will be used.\n"), ECVF_Default) |
| int32 | UE::MovieScene::GThreadedEvaluationEntityThreshold = 256 |
| FAutoConsoleVariableRef | UE::MovieScene::CVarThreadedEvaluationEntityThreshold (TEXT("Sequencer.ThreadedEvaluation.EntityThreshold"), GThreadedEvaluationEntityThreshold, TEXT("(Default: 256) Defines the number of entities that need to exist to justify threaded evaluation.\n"), ECVF_Default) |
| FEntityManager * | UE::MovieScene::GEntityManagerForDebuggingVisualizers = nullptr |