#include <MovieSceneEntityIDs.h>
◆ FComponentMask() [1/3]
| UE::MovieScene::FComponentMask::FComponentMask |
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◆ FComponentMask() [2/3]
| UE::MovieScene::FComponentMask::FComponentMask |
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bool |
bValue, |
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int32 |
InNum |
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) |
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inline |
◆ FComponentMask() [3/3]
| UE::MovieScene::FComponentMask::FComponentMask |
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std::initializer_list< FComponentTypeID > |
InComponentTypes | ) |
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inline |
◆ BitwiseAND()
◆ BitwiseNOT() [1/2]
| void UE::MovieScene::FComponentMask::BitwiseNOT |
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◆ BitwiseNOT() [2/2]
◆ BitwiseOR()
◆ BitwiseXOR()
◆ CombineWithBitwiseAND()
◆ CombineWithBitwiseOR()
◆ CombineWithBitwiseXOR()
◆ CompareSetBits()
◆ Contains()
◆ ContainsAll()
| bool UE::MovieScene::FComponentMask::ContainsAll |
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const FComponentMask & |
InComponentMask | ) |
const |
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inline |
◆ ContainsAny()
| bool UE::MovieScene::FComponentMask::ContainsAny |
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const FComponentMask & |
InComponentMask | ) |
const |
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inline |
◆ Find()
| int32 UE::MovieScene::FComponentMask::Find |
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bool |
bValue | ) |
const |
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inline |
◆ First()
Find the first component type ID in this mask, or Invalid if the mask is empty.
◆ Iterate()
◆ Num()
| int32 UE::MovieScene::FComponentMask::Num |
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const |
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inline |
◆ NumComponents()
| int32 UE::MovieScene::FComponentMask::NumComponents |
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const |
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inline |
◆ operator[]() [1/2]
◆ operator[]() [2/2]
◆ PadToNum()
| void UE::MovieScene::FComponentMask::PadToNum |
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int32 |
Num, |
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bool |
bPadValue |
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◆ Remove()
◆ Reset()
| void UE::MovieScene::FComponentMask::Reset |
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◆ Set()
◆ SetAll()
| void UE::MovieScene::FComponentMask::SetAll |
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std::initializer_list< FComponentTypeID > |
InComponentTypes | ) |
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◆ SetAllLenient()
| void UE::MovieScene::FComponentMask::SetAllLenient |
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std::initializer_list< FComponentTypeID > |
InComponentTypes | ) |
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inline |
◆ GetTypeHash
◆ operator==
The documentation for this struct was generated from the following file: