UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMovieSceneBlendingAccumulator Struct Reference

#include <MovieSceneBlendingAccumulator.h>

Public Member Functions

template<typename ActuatorDataType >
void BlendToken (FMovieSceneBlendingActuatorID InActuatorTypeID, const FMovieSceneEvaluationScope &InScope, const FMovieSceneContext &InContext, TBlendableToken< ActuatorDataType > &&InToken)
 
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)
 
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)
 
template<typename DataType >
TMovieSceneBlendingActuator< DataType > * FindActuator (FMovieSceneBlendingActuatorID InActuatorTypeID) const
 
void DefineActuator (FMovieSceneBlendingActuatorID InActuatorTypeID, TSharedRef< IMovieSceneBlendingActuator > InActuator)
 
MOVIESCENE_API void Apply (const FMovieSceneContext &Context, FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player)
 
MOVIESCENE_API void Interrogate (const FMovieSceneContext &Context, FMovieSceneInterrogationData &InterrogationData, UObject *AnimatedObject)
 

Public Attributes

TMap< FMovieSceneBlendingActuatorID, TSharedRef< IMovieSceneBlendingActuator > > Actuators
 

Member Function Documentation

◆ Apply()

void FMovieSceneBlendingAccumulator::Apply ( const FMovieSceneContext Context,
FPersistentEvaluationData PersistentData,
IMovieScenePlayer Player 
)

Apply all currently accumulated blends

◆ BlendToken() [1/4]

void FMovieSceneBlendingAccumulator::BlendToken ( const FMovieSceneEvaluationOperand InOperand,
FMovieSceneBlendingActuatorID  InActuatorTypeID,
const FMovieSceneEvaluationScope InScope,
const FMovieSceneContext InContext,
ActuatorDataType &&  InInputValue,
EMovieSceneBlendType  InBlendType,
float  InWeight = 1.f,
int32  InBlendingPriority = INDEX_NONE 
)
inline

◆ BlendToken() [2/4]

void FMovieSceneBlendingAccumulator::BlendToken ( const FMovieSceneEvaluationOperand InOperand,
FMovieSceneBlendingActuatorID  InActuatorTypeID,
const FMovieSceneEvaluationScope InScope,
const FMovieSceneContext InContext,
TBlendableToken< ActuatorDataType > &&  InToken 
)
inline

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
InOperandThe operand to which this token should be applied
InActuatorTypeIDUnique ID that identifies the actuator to use to apply the final blended state (must map to a valid actuator)
InTokenThe actual token data to blend

◆ BlendToken() [3/4]

void FMovieSceneBlendingAccumulator::BlendToken ( FMovieSceneBlendingActuatorID  InActuatorTypeID,
const FMovieSceneEvaluationScope InScope,
const FMovieSceneContext InContext,
ActuatorDataType &&  InInputValue,
EMovieSceneBlendType  InBlendType,
float  InWeight = 1.f,
int32  InBlendingPriority = INDEX_NONE 
)
inline

◆ BlendToken() [4/4]

void FMovieSceneBlendingAccumulator::BlendToken ( FMovieSceneBlendingActuatorID  InActuatorTypeID,
const FMovieSceneEvaluationScope InScope,
const FMovieSceneContext InContext,
TBlendableToken< ActuatorDataType > &&  InToken 
)
inline

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
InScopeThe currently evaluating scope. Used to save preanimated state for the section
InActuatorTypeIDUnique ID that identifies the actuator to use to apply the final blended state (must map to a valid actuator)
InTokenThe actual token data to blend

◆ DefineActuator()

void FMovieSceneBlendingAccumulator::DefineActuator ( FMovieSceneBlendingActuatorID  InActuatorTypeID,
TSharedRef< IMovieSceneBlendingActuator InActuator 
)
inline

Define an actuator with the specified unique ID that operates on a specific data type

Parameters
InActuatorTypeIDThe ID that uniquely identifies the actuator to lookup
Returns
A pointer to an actuator if one already exists, nullptr otherwise

◆ FindActuator()

template<typename DataType >
TMovieSceneBlendingActuator< DataType > * FMovieSceneBlendingAccumulator::FindActuator ( FMovieSceneBlendingActuatorID  InActuatorTypeID) const
inline

Find an existing actuator with the specified ID that operates on a specific data type

Parameters
InActuatorTypeIDThe ID that uniquely identifies the actuator to lookup
Returns
A pointer to an actuator if one already exists, nullptr otherwise

◆ Interrogate()

void FMovieSceneBlendingAccumulator::Interrogate ( const FMovieSceneContext Context,
FMovieSceneInterrogationData InterrogationData,
UObject AnimatedObject 
)

Interrogate the final blended result when applied to the specified object

Member Data Documentation

◆ Actuators

TMap<FMovieSceneBlendingActuatorID, TSharedRef<IMovieSceneBlendingActuator> > FMovieSceneBlendingAccumulator::Actuators

Map of actuator ID to actuator


The documentation for this struct was generated from the following files: