UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::MovieScene::FComponentHeader Struct Reference

#include <MovieSceneEntitySystemTypes.h>

Classes

struct  FAutoRTFMCompiledOutAtomicInt32
 

Public Types

using FScheduledAccessCountType = std::atomic< int32 >
 

Public Member Functions

 FComponentHeader ()=default
 
 FComponentHeader (FComponentHeader &&)=delete
 
FComponentHeaderoperator= (FComponentHeader &&)=delete
 
 FComponentHeader (const FComponentHeader &)=delete
 
FComponentHeaderoperator= (const FComponentHeader &)=delete
 
bool IsTag () const
 
bool HasData () const
 
voidGetValuePtr (int32 Offset) const
 
void PostWriteComponents (FEntityAllocationWriteContext InWriteContext) const
 
bool HasBeenWrittenToSince (uint64 InSystemSerial) const
 

Public Attributes

uint8Components
 
FTransactionallySafeRWLock ReadWriteLock
 
FScheduledAccessCountType ScheduledAccessCount
 
uint8 Sizeof
 
FComponentTypeID ComponentType
 

Member Typedef Documentation

◆ FScheduledAccessCountType

Constructor & Destructor Documentation

◆ FComponentHeader() [1/3]

UE::MovieScene::FComponentHeader::FComponentHeader ( )
default

◆ FComponentHeader() [2/3]

UE::MovieScene::FComponentHeader::FComponentHeader ( FComponentHeader &&  )
delete

◆ FComponentHeader() [3/3]

UE::MovieScene::FComponentHeader::FComponentHeader ( const FComponentHeader )
delete

Member Function Documentation

◆ GetValuePtr()

void * UE::MovieScene::FComponentHeader::GetValuePtr ( int32  Offset) const
inline

Get the raw pointer to the associated component data buffer.

◆ HasBeenWrittenToSince()

bool UE::MovieScene::FComponentHeader::HasBeenWrittenToSince ( uint64  InSystemSerial) const
inline

◆ HasData()

bool UE::MovieScene::FComponentHeader::HasData ( ) const
inline

Whether this component header is associated with a data buffer.

Tag components don't have data. Non-tag components could have no data if their data buffer has been relocated, such as an entity allocation that has moved elsewhere because of a migration or mutation.

◆ IsTag()

bool UE::MovieScene::FComponentHeader::IsTag ( ) const
inline

Whether this component header describes a tag component (i.e. a component with no data).

◆ operator=() [1/2]

FComponentHeader & UE::MovieScene::FComponentHeader::operator= ( const FComponentHeader )
delete

◆ operator=() [2/2]

FComponentHeader & UE::MovieScene::FComponentHeader::operator= ( FComponentHeader &&  )
delete

◆ PostWriteComponents()

void UE::MovieScene::FComponentHeader::PostWriteComponents ( FEntityAllocationWriteContext  InWriteContext) const
inline

Member Data Documentation

◆ Components

uint8* UE::MovieScene::FComponentHeader::Components
mutable

Pointer to the first component of this header's type, with array size == FEntityAllocation::Capacity, and stride == FComponentHeader::Sizeof

◆ ComponentType

FComponentTypeID UE::MovieScene::FComponentHeader::ComponentType

Component type identifier

◆ ReadWriteLock

FTransactionallySafeRWLock UE::MovieScene::FComponentHeader::ReadWriteLock
mutable

Legacy mutex used for locked threaded evaluation

◆ ScheduledAccessCount

FScheduledAccessCountType UE::MovieScene::FComponentHeader::ScheduledAccessCount
mutable

Atomic access count used for verifying write exclusivity at runtime.

◆ Sizeof

uint8 UE::MovieScene::FComponentHeader::Sizeof

sizeof(T) for the component type this header represents (ie: the stride of our component data). 0 if this header represents a tag.


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