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

#include <MovieSceneEvaluationTreePopulationRules.h>

Classes

struct  FSortedSection
 

Public Types

using FSectionSortPredicate = TFunctionRef< bool(const FSortedSection &, const FSortedSection &)>
 

Static Public Member Functions

static MOVIESCENE_API void Blended (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree)
 
static MOVIESCENE_API void Blended (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree, FSectionSortPredicate Predicate)
 
static MOVIESCENE_API void HighPass (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree)
 
static MOVIESCENE_API void HighPassPerRow (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree)
 
static MOVIESCENE_API void HighPassCustom (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree, FSectionSortPredicate Predicate)
 
static MOVIESCENE_API void HighPassCustomPerRow (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree, FSectionSortPredicate Predicate)
 
static MOVIESCENE_API void PopulateNearestSection (TArrayView< UMovieSceneSection *const > Sections, TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &OutTree)
 

Member Typedef Documentation

◆ FSectionSortPredicate

Member Function Documentation

◆ Blended() [1/2]

void UE::MovieScene::FEvaluationTreePopulationRules::Blended ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree 
)
static

Adds all active and non-empty sections to the evaluation tree.

◆ Blended() [2/2]

void UE::MovieScene::FEvaluationTreePopulationRules::Blended ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree,
FSectionSortPredicate  Predicate 
)
static

As above, but with custom sorting for the sections before they're added to the evaluation tree.

◆ HighPass()

void UE::MovieScene::FEvaluationTreePopulationRules::HighPass ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree 
)
static

Adds active and non-empty sections to the evaluation tree based on priority: top rows have priority over bottom rows, and overlapping sections have priority over underlapped sections. Sections that have a valid blend type are always added to the tree.

◆ HighPassCustom()

void UE::MovieScene::FEvaluationTreePopulationRules::HighPassCustom ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree,
FSectionSortPredicate  Predicate 
)
static

Adds active and non-empty sections to the evaluation tree based on the priority defined in the given predicate. For any time range, only the first section (based on the given predicate's sorting) will be added to the evaluation tree, and others will be discarded. Sections that have a valid blend type are always added to the tree.

◆ HighPassCustomPerRow()

void UE::MovieScene::FEvaluationTreePopulationRules::HighPassCustomPerRow ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree,
FSectionSortPredicate  Predicate 
)
static

Adds active and non-empty sections to the evaluation tree based on the priority defined in the given predicate. For any time range, only the first section of each row (based on the given predicate's sorting) will be added to the evaluation tree, and others will be discarded. Sections that have a valid blend type are always added to the tree.

◆ HighPassPerRow()

void UE::MovieScene::FEvaluationTreePopulationRules::HighPassPerRow ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree 
)
static

Adds active and non-empty sections to the evaluation tree based on priority: overlapping sections have priority over underlapped sections. Sections that have a valid blend type are always added to the tree.

◆ PopulateNearestSection()

void UE::MovieScene::FEvaluationTreePopulationRules::PopulateNearestSection ( TArrayView< UMovieSceneSection *const >  Sections,
TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > &  OutTree 
)
static

Runs the logic to populate empty ranges in the field with the nearest section


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