#include <MovieSceneEntitySystemRunner.h>
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| MOVIESCENE_API | ~FMovieSceneEntitySystemRunner () |
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| MOVIESCENE_API int32 | GetQueuedUpdateCount () const |
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| MOVIESCENE_API bool | HasQueuedUpdates () const |
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| MOVIESCENE_API bool | HasQueuedUpdates (FInstanceHandle Instance) const |
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| MOVIESCENE_API void | QueueUpdate (const FMovieSceneContext &Context, FInstanceHandle Instance, UE::MovieScene::ERunnerUpdateFlags UpdateFlags=UE::MovieScene::ERunnerUpdateFlags::None) |
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| MOVIESCENE_API void | QueueUpdate (const FMovieSceneContext &Context, FInstanceHandle Instance, FSimpleDelegate &&InOnFlushedDelegate, UE::MovieScene::ERunnerUpdateFlags UpdateFlags=UE::MovieScene::ERunnerUpdateFlags::None) |
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| MOVIESCENE_API bool | QueueFinalUpdate (FInstanceHandle Instance) |
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| MOVIESCENE_API bool | QueueFinalUpdate (FInstanceHandle Instance, FSimpleDelegate &&InOnLastFlushDelegate) |
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| MOVIESCENE_API bool | QueueFinalUpdateAndDestroy (FInstanceHandle Instance) |
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| MOVIESCENE_API bool | QueueFinalUpdateAndDestroy (FInstanceHandle Instance, FSimpleDelegate &&InOnLastFlushDelegate) |
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| MOVIESCENE_API void | AbandonAndDestroyInstance (FInstanceHandle Instance) |
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| MOVIESCENE_API void | AbandonAndDestroyInstance (FInstanceHandle Instance, FSimpleDelegate &&InOnLastFlushDelegate) |
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| MOVIESCENE_API void | Flush (double BudgetMs=0.f, UE::MovieScene::ERunnerFlushState TargetState=UE::MovieScene::ERunnerFlushState::None) |
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| MOVIESCENE_API void | FlushOutstanding (double BudgetMs=0.f, UE::MovieScene::ERunnerFlushState TargetState=UE::MovieScene::ERunnerFlushState::None) |
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| MOVIESCENE_API void | ResetFlushState () |
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| MOVIESCENE_API void | DiscardQueuedUpdates (FInstanceHandle Instance) |
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| UE::MovieScene::ESystemPhase | GetCurrentPhase () const |
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| MOVIESCENE_API bool | IsCurrentlyEvaluating () const |
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| MOVIESCENE_API bool | IsUpdatingSequence () const |
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| MOVIESCENE_API bool | FlushSingleEvaluationPhase () |
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| UMovieSceneEntitySystemLinker * | GetLinker () const |
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| bool | IsValid () const |
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| MOVIESCENE_API FEntityManager * | GetEntityManager () const |
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| MOVIESCENE_API FInstanceRegistry * | GetInstanceRegistry () const |
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| void | AttachToLinker (UMovieSceneEntitySystemLinker *InLinker) |
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| bool | IsAttachedToLinker () const |
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| void | DetachFromLinker () |
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| void | MarkForUpdate (FInstanceHandle InInstanceHandle, UE::MovieScene::ERunnerUpdateFlags UpdateFlags) |
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| MOVIESCENE_API FMovieSceneEntitySystemEventTriggers & | GetQueuedEventTriggers () |
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| | FMovieSceneEntitySystemRunner () |
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| | FMovieSceneEntitySystemRunner (UMovieSceneEntitySystemLinker *InLinker) |
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| TSharedRef< FMovieSceneEntitySystemRunner, Mode > | AsShared () |
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| TSharedRef< FMovieSceneEntitySystemRunner const, Mode > | AsShared () const |
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| TSharedRef< SubobjectType, Mode > | AsSharedSubobject (SubobjectType *SubobjectPtr) const |
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| TWeakPtr< FMovieSceneEntitySystemRunner, Mode > | AsWeak () |
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| TWeakPtr< FMovieSceneEntitySystemRunner const, Mode > | AsWeak () const |
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| TWeakPtr< SubobjectType, Mode > | AsWeakSubobject (SubobjectType *SubobjectPtr) const |
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| void | UpdateWeakReferenceInternal (TSharedPtr< SharedPtrType, SharedPtrMode > const *InSharedPtr, OtherType *InObject) const |
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| void | UpdateWeakReferenceInternal (TSharedRef< SharedRefType, SharedPtrMode > const *InSharedRef, OtherType *InObject) const |
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| UE_FORCEINLINE_HINT bool | DoesSharedInstanceExist () const |
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◆ FEntityManager
◆ FInstanceHandle
◆ FInstanceRegistry
◆ ~FMovieSceneEntitySystemRunner()
| FMovieSceneEntitySystemRunner::~FMovieSceneEntitySystemRunner |
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◆ FMovieSceneEntitySystemRunner() [1/2]
| FMovieSceneEntitySystemRunner::FMovieSceneEntitySystemRunner |
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Creates an unbound runner
◆ FMovieSceneEntitySystemRunner() [2/2]
◆ AbandonAndDestroyInstance() [1/2]
Abandon the specified instance handle and destroy it immediately. May flush this runner if necessary
◆ AbandonAndDestroyInstance() [2/2]
◆ AttachToLinker()
◆ DetachFromLinker()
| void FMovieSceneEntitySystemRunner::DetachFromLinker |
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◆ DiscardQueuedUpdates()
Discard any queued updates for the specified sequence instance.
◆ Flush()
Flushes the update queue and applies any outstanding evaluation logic
- Parameters
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| BudgetMs | A budget (in milliseconds) to use for evaluation. Evaluation will cease prematurely once this budget is spent and will process the outstanding work on the next call to Flush. A value of 0.0 signifies no budget - the queue will be fully processed without leaving any outstanding work |
◆ FlushOutstanding()
Flushes any outstanding update tasks in the current evaluation scope with a given budget. Only performs work if this runner is part-way through an evaluation
- Parameters
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| BudgetMs | A budget (in milliseconds) to use for evaluation. Evaluation will cease prematurely once this budget is spent and will process the outstanding work on the next call to Flush. A value of 0.0 signifies no budget - the queue will be fully processed without leaving any outstanding work |
| TargetState | The desired state to reach. The runner will stop flushing as soon as all the states specified in TargetState have been flushed. |
◆ FlushSingleEvaluationPhase()
| bool FMovieSceneEntitySystemRunner::FlushSingleEvaluationPhase |
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Run a single evaluation phase
- Returns
- Whether the phase was run
◆ GetCurrentPhase()
Access this runner's currently executing phase
◆ GetEntityManager()
◆ GetInstanceRegistry()
◆ GetLinker()
◆ GetQueuedEventTriggers()
◆ GetQueuedUpdateCount()
| int32 FMovieSceneEntitySystemRunner::GetQueuedUpdateCount |
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const |
Gets how many instances are in the update queue.
◆ HasQueuedUpdates() [1/2]
| bool FMovieSceneEntitySystemRunner::HasQueuedUpdates |
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const |
Returns whether this runner has any outstanding updates.
◆ HasQueuedUpdates() [2/2]
Returns whether the given instance is queued for any updates.
◆ IsAttachedToLinker()
| bool FMovieSceneEntitySystemRunner::IsAttachedToLinker |
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const |
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◆ IsCurrentlyEvaluating()
| bool FMovieSceneEntitySystemRunner::IsCurrentlyEvaluating |
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const |
Check whether this runner is currently inside an active evaluation loop
◆ IsUpdatingSequence()
| bool FMovieSceneEntitySystemRunner::IsUpdatingSequence |
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const |
Check whether this runner is currently updating a sequence
◆ IsValid()
| bool FMovieSceneEntitySystemRunner::IsValid |
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const |
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◆ MarkForUpdate()
◆ QueueFinalUpdate() [1/2]
Queue a final update for the specified instance, optionally destroying it after finishing it
- Returns
- true if the update requires a flush, or false if it was finished and/or destroyed immediately without requiring a flush
◆ QueueFinalUpdate() [2/2]
◆ QueueFinalUpdateAndDestroy() [1/2]
◆ QueueFinalUpdateAndDestroy() [2/2]
◆ QueueUpdate() [1/2]
◆ QueueUpdate() [2/2]
Queue the given instance for an update with the given context.
◆ ResetFlushState()
| void FMovieSceneEntitySystemRunner::ResetFlushState |
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Called in the event that the structure of the entity manager has been unexpectedly changed while this runner is active. This allows the runner to be reset so it runs from the start of its evaluation loop next time it is evaluated, rather than half-way through
◆ FMovieSceneEntitySystemEvaluationReentrancyWindow
The documentation for this class was generated from the following files: