#include <MovieSceneBlendingAccumulator.h>
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| template<typename ActuatorDataType > |
| void | BlendToken (FMovieSceneBlendingActuatorID InActuatorTypeID, const FMovieSceneEvaluationScope &InScope, const FMovieSceneContext &InContext, TBlendableToken< ActuatorDataType > &&InToken) |
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| template<typename ActuatorDataType > |
| void | BlendToken (FMovieSceneBlendingActuatorID InActuatorTypeID, const FMovieSceneEvaluationScope &InScope, const FMovieSceneContext &InContext, ActuatorDataType &&InInputValue, EMovieSceneBlendType InBlendType, float InWeight=1.f, int32 InBlendingPriority=INDEX_NONE) |
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| template<typename ActuatorDataType > |
| void | BlendToken (const FMovieSceneEvaluationOperand &InOperand, FMovieSceneBlendingActuatorID InActuatorTypeID, const FMovieSceneEvaluationScope &InScope, const FMovieSceneContext &InContext, TBlendableToken< ActuatorDataType > &&InToken) |
| |
| template<typename ActuatorDataType > |
| void | BlendToken (const FMovieSceneEvaluationOperand &InOperand, FMovieSceneBlendingActuatorID InActuatorTypeID, const FMovieSceneEvaluationScope &InScope, const FMovieSceneContext &InContext, ActuatorDataType &&InInputValue, EMovieSceneBlendType InBlendType, float InWeight=1.f, int32 InBlendingPriority=INDEX_NONE) |
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| template<typename DataType > |
| TMovieSceneBlendingActuator< DataType > * | FindActuator (FMovieSceneBlendingActuatorID InActuatorTypeID) const |
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| void | DefineActuator (FMovieSceneBlendingActuatorID InActuatorTypeID, TSharedRef< IMovieSceneBlendingActuator > InActuator) |
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| MOVIESCENE_API void | Apply (const FMovieSceneContext &Context, FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player) |
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| MOVIESCENE_API void | Interrogate (const FMovieSceneContext &Context, FMovieSceneInterrogationData &InterrogationData, UObject *AnimatedObject) |
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◆ Apply()
Apply all currently accumulated blends
◆ BlendToken() [1/4]
◆ BlendToken() [2/4]
Add a token that will be blended together with other tokens of the same type and actuator this frame, and applied to all objects relating to the specified operand Such tokens are collated per-object and actuator, meaning the same data type can be blended in the same manner, but applied differently depending on context (ie, multiple float properties on the same object)
- See also
- FindActuator, DefineActuator
- Parameters
-
| InOperand | The operand to which this token should be applied |
| InActuatorTypeID | Unique ID that identifies the actuator to use to apply the final blended state (must map to a valid actuator) |
| InToken | The actual token data to blend |
◆ BlendToken() [3/4]
◆ BlendToken() [4/4]
Add a global token (not bound to a particular object) that will be blended together with other tokens of the same type and actuator this frame Such tokens are collated actuator, meaning the same data type can be blended in the same manner but applied differently depending on context (ie, multiple floats that relate to slomo and fade tracks)
- See also
- FindActuator, DefineActuator
- Parameters
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| InScope | The currently evaluating scope. Used to save preanimated state for the section |
| InActuatorTypeID | Unique ID that identifies the actuator to use to apply the final blended state (must map to a valid actuator) |
| InToken | The actual token data to blend |
◆ DefineActuator()
Define an actuator with the specified unique ID that operates on a specific data type
- Parameters
-
| InActuatorTypeID | The ID that uniquely identifies the actuator to lookup |
- Returns
- A pointer to an actuator if one already exists, nullptr otherwise
◆ FindActuator()
Find an existing actuator with the specified ID that operates on a specific data type
- Parameters
-
| InActuatorTypeID | The ID that uniquely identifies the actuator to lookup |
- Returns
- A pointer to an actuator if one already exists, nullptr otherwise
◆ Interrogate()
Interrogate the final blended result when applied to the specified object
◆ Actuators
Map of actuator ID to actuator
The documentation for this struct was generated from the following files: