UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TMovieSceneAnimTypeID< T, Seed > Struct Template Reference

#include <MovieSceneAnimTypeID.h>

+ Inheritance diagram for TMovieSceneAnimTypeID< T, Seed >:

Additional Inherited Members

- Static Public Member Functions inherited from FMovieSceneAnimTypeID
static MOVIESCENE_API FMovieSceneAnimTypeID Unique ()
 
static MOVIESCENE_API FMovieSceneAnimTypeID Combine (FMovieSceneAnimTypeID A, FMovieSceneAnimTypeID B)
 
- Protected Member Functions inherited from FMovieSceneAnimTypeID
 FMovieSceneAnimTypeID (uint64 *StaticPtr, uint32 Seed=0)
 
 FMovieSceneAnimTypeID ()
 
- Static Protected Member Functions inherited from FMovieSceneAnimTypeID
static MOVIESCENE_API uint64 Initialize (uint64 *StaticPtr, uint32 Seed)
 
static MOVIESCENE_API uint64 GenerateHash (void *StaticPtr, uint32 Seed)
 
- Protected Attributes inherited from FMovieSceneAnimTypeID
uint64 ID
 

Detailed Description

template<typename T, uint8 Seed = 0>
struct TMovieSceneAnimTypeID< T, Seed >

Templated class that initializes a unique ID for the templated type (normally an execution token) Care should be taken here not to expose the type in any way across a DLL boundary, as this will break the uniqueness of the identifier. If it's necessary to expose the ID across DLL boundaries, use the following pattern:

MyAnimationToken.h:

struct FMyAnimationToken : IMovieSceneExecutionToken
{
    MYMODULE_API static FMovieSceneAnimTypeID GetTypeID();
};

MyAnimationToken.cpp:

FMovieSceneAnimTypeID FMyAnimationToken::GetTypeID()
{
    return TMovieSceneAnimTypeID<FMyAnimationToken>();
}

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