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

#include <MovieSceneExecutionTokens.h>

Public Member Functions

 FMovieSceneExecutionTokens ()
 
 FMovieSceneExecutionTokens (const FMovieSceneExecutionTokens &)=delete
 
FMovieSceneExecutionTokensoperator= (const FMovieSceneExecutionTokens &)=delete
 
 FMovieSceneExecutionTokens (FMovieSceneExecutionTokens &&)=default
 
FMovieSceneExecutionTokensoperator= (FMovieSceneExecutionTokens &&)=default
 
template<typename T >
TEnableIf< TPointerIsConvertibleFromTo< typenameTRemoveReference< T >::Type, constIMovieSceneExecutionToken >::Value >::Type Add (T &&InToken)
 
template<typename T >
TEnableIf< TPointerIsConvertibleFromTo< typenameTRemoveReference< T >::Type, constIMovieSceneSharedExecutionToken >::Value >::Type AddShared (FMovieSceneSharedDataId ID, T &&InToken)
 
IMovieSceneSharedExecutionTokenFindShared (FMovieSceneSharedDataId ID)
 
FMovieSceneBlendingAccumulatorGetBlendingAccumulator ()
 
const FMovieSceneBlendingAccumulatorGetBlendingAccumulator () const
 
template<typename ActuatorDataType >
void BlendToken (FMovieSceneBlendingActuatorID InActuatorTypeID, TBlendableToken< ActuatorDataType > &&InToken)
 
MOVIESCENE_API void Apply (const FMovieSceneContext &RootContext, IMovieScenePlayer &Player)
 
void SetOperand (const FMovieSceneEvaluationOperand &InOperand)
 
void SetCurrentScope (const FMovieSceneEvaluationScope &InScope)
 
void SetContext (const FMovieSceneContext &InContext)
 
FMovieSceneEvaluationScope GetCurrentScope () const
 

Detailed Description

Ordered execution token stack that accumulates tokens that will apply animated state to the sequence environment at a later time

Constructor & Destructor Documentation

◆ FMovieSceneExecutionTokens() [1/3]

FMovieSceneExecutionTokens::FMovieSceneExecutionTokens ( )
inline

◆ FMovieSceneExecutionTokens() [2/3]

FMovieSceneExecutionTokens::FMovieSceneExecutionTokens ( const FMovieSceneExecutionTokens )
delete

◆ FMovieSceneExecutionTokens() [3/3]

FMovieSceneExecutionTokens::FMovieSceneExecutionTokens ( FMovieSceneExecutionTokens &&  )
default

Member Function Documentation

◆ Add()

template<typename T >
TEnableIf< TPointerIsConvertibleFromTo< typenameTRemoveReference< T >::Type, constIMovieSceneExecutionToken >::Value >::Type FMovieSceneExecutionTokens::Add ( T &&  InToken)
inline

Add a new IMovieSceneExecutionToken derived token to the stack

◆ AddShared()

template<typename T >
TEnableIf< TPointerIsConvertibleFromTo< typenameTRemoveReference< T >::Type, constIMovieSceneSharedExecutionToken >::Value >::Type FMovieSceneExecutionTokens::AddShared ( FMovieSceneSharedDataId  ID,
T &&  InToken 
)
inline

Add a new shared execution token to the sorted array of tokens

◆ Apply()

void FMovieSceneExecutionTokens::Apply ( const FMovieSceneContext RootContext,
IMovieScenePlayer Player 
)

Apply all execution tokens in order, followed by blended tokens

◆ BlendToken()

void FMovieSceneExecutionTokens::BlendToken ( FMovieSceneBlendingActuatorID  InActuatorTypeID,
TBlendableToken< ActuatorDataType > &&  InToken 
)
inline

Blend the specified global token using the specified actuator ID

Note
: Actuator must already exist for this function to succeed
Parameters
InActuatorTypeIDType identifier that uniquely identifies the actuator to be used to apply the final blend
InTokenToken holding the data to blend

◆ FindShared()

IMovieSceneSharedExecutionToken * FMovieSceneExecutionTokens::FindShared ( FMovieSceneSharedDataId  ID)
inline

Attempt to locate an existing shared execution token by its ID

◆ GetBlendingAccumulator() [1/2]

FMovieSceneBlendingAccumulator & FMovieSceneExecutionTokens::GetBlendingAccumulator ( )
inline

Access the execution stack's blending accumulator which is responsible for marshalling all blending operations for all animated objects

Returns
Mutable reference to the blending accumulator

◆ GetBlendingAccumulator() [2/2]

const FMovieSceneBlendingAccumulator & FMovieSceneExecutionTokens::GetBlendingAccumulator ( ) const
inline

Access the execution stack's blending accumulator which is responsible for marshalling all blending operations for all animated objects

Returns
Mutable reference to the blending accumulator

◆ GetCurrentScope()

FMovieSceneEvaluationScope FMovieSceneExecutionTokens::GetCurrentScope ( ) const
inline

Get the current evaluation scope

◆ operator=() [1/2]

FMovieSceneExecutionTokens & FMovieSceneExecutionTokens::operator= ( const FMovieSceneExecutionTokens )
delete

◆ operator=() [2/2]

FMovieSceneExecutionTokens & FMovieSceneExecutionTokens::operator= ( FMovieSceneExecutionTokens &&  )
default

◆ SetContext()

void FMovieSceneExecutionTokens::SetContext ( const FMovieSceneContext InContext)
inline

Internal: Set the current context

◆ SetCurrentScope()

void FMovieSceneExecutionTokens::SetCurrentScope ( const FMovieSceneEvaluationScope InScope)
inline

Internal: Set the current scope

◆ SetOperand()

void FMovieSceneExecutionTokens::SetOperand ( const FMovieSceneEvaluationOperand InOperand)
inline

Internal: Set the operand we're currently operating on


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