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

#include <MovieSceneInstanceRegistry.h>

Public Member Functions

MOVIESCENE_API FInstanceRegistry (UMovieSceneEntitySystemLinker *InLinker)
 
MOVIESCENE_API ~FInstanceRegistry ()
 
 FInstanceRegistry (const FInstanceRegistry &)=delete
 
void operator= (const FInstanceRegistry &)=delete
 
const TSparseArray< FSequenceInstance > & GetSparseInstances () const
 
UMovieSceneEntitySystemLinkerGetLinker () const
 
bool IsHandleValid (FInstanceHandle InstanceHandle) const
 
const FSequenceInstanceGetInstance (FInstanceHandle InstanceHandle) const
 
FSequenceInstanceMutateInstance (FInstanceHandle InstanceHandle)
 
MOVIESCENE_API FInstanceHandle FindRelatedInstanceHandle (FInstanceHandle InstanceHandle, FMovieSceneSequenceID SequenceID) const
 
const FMovieSceneContextGetContext (FInstanceHandle InstanceHandle) const
 
MOVIESCENE_API FRootInstanceHandle AllocateRootInstance (UMovieSceneSequence &InRootSequence, UObject *InPlaybackContext=nullptr, UMovieSceneCompiledDataManager *InCompiledDataManager=nullptr)
 
MOVIESCENE_API FInstanceHandle AllocateSubInstance (FMovieSceneSequenceID SequenceID, FRootInstanceHandle RootInstance, FInstanceHandle ParentInstanceHandle)
 
MOVIESCENE_API void DestroyInstance (FInstanceHandle InstanceHandle)
 
MOVIESCENE_API void CleanupLinkerEntities (const TSet< FMovieSceneEntityID > &LinkerEntities)
 
void InvalidateObjectBinding (const FGuid &ObjectBindingID, FInstanceHandle InstanceHandle)
 
bool IsBindingInvalidated (const FGuid &ObjectBindingID, FInstanceHandle InstanceHandle) const
 
bool HasInvalidatedBindings () const
 
void PostInstantation ()
 
void TagGarbage ()
 

Detailed Description

Core concept that is required by all entities and systems - should be located on the core system manager itself

Constructor & Destructor Documentation

◆ FInstanceRegistry() [1/2]

UE::MovieScene::FInstanceRegistry::FInstanceRegistry ( UMovieSceneEntitySystemLinker InLinker)

◆ ~FInstanceRegistry()

UE::MovieScene::FInstanceRegistry::~FInstanceRegistry ( )

◆ FInstanceRegistry() [2/2]

UE::MovieScene::FInstanceRegistry::FInstanceRegistry ( const FInstanceRegistry )
delete

Member Function Documentation

◆ AllocateRootInstance()

FRootInstanceHandle UE::MovieScene::FInstanceRegistry::AllocateRootInstance ( UMovieSceneSequence InRootSequence,
UObject InPlaybackContext = nullptr,
UMovieSceneCompiledDataManager InCompiledDataManager = nullptr 
)

◆ AllocateSubInstance()

FInstanceHandle UE::MovieScene::FInstanceRegistry::AllocateSubInstance ( FMovieSceneSequenceID  SequenceID,
FRootInstanceHandle  RootInstance,
FInstanceHandle  ParentInstanceHandle 
)

◆ CleanupLinkerEntities()

void UE::MovieScene::FInstanceRegistry::CleanupLinkerEntities ( const TSet< FMovieSceneEntityID > &  LinkerEntities)

◆ DestroyInstance()

void UE::MovieScene::FInstanceRegistry::DestroyInstance ( FInstanceHandle  InstanceHandle)

◆ FindRelatedInstanceHandle()

FInstanceHandle UE::MovieScene::FInstanceRegistry::FindRelatedInstanceHandle ( FInstanceHandle  InstanceHandle,
FMovieSceneSequenceID  SequenceID 
) const

Finds a (sub)sequence with the given ID somewhere in the hierarchy of the given reference instance

This method will look up the hierarchy root from the given instance handle, and then look for the appropriate sub-instance with the given sequence ID.

Parameters
InstanceHandleThe reference instance handle used to locate the relevant sequence hierarchy to explore. Does not have to be a root instance.
SequenceIDAn absolute (accumulated) sequence ID to look for in the hierarchy.

◆ GetContext()

const FMovieSceneContext & UE::MovieScene::FInstanceRegistry::GetContext ( FInstanceHandle  InstanceHandle) const
inline

◆ GetInstance()

const FSequenceInstance & UE::MovieScene::FInstanceRegistry::GetInstance ( FInstanceHandle  InstanceHandle) const
inline

◆ GetLinker()

UMovieSceneEntitySystemLinker * UE::MovieScene::FInstanceRegistry::GetLinker ( ) const
inline

◆ GetSparseInstances()

const TSparseArray< FSequenceInstance > & UE::MovieScene::FInstanceRegistry::GetSparseInstances ( ) const
inline

◆ HasInvalidatedBindings()

bool UE::MovieScene::FInstanceRegistry::HasInvalidatedBindings ( ) const
inline

◆ InvalidateObjectBinding()

void UE::MovieScene::FInstanceRegistry::InvalidateObjectBinding ( const FGuid ObjectBindingID,
FInstanceHandle  InstanceHandle 
)
inline

◆ IsBindingInvalidated()

bool UE::MovieScene::FInstanceRegistry::IsBindingInvalidated ( const FGuid ObjectBindingID,
FInstanceHandle  InstanceHandle 
) const
inline

◆ IsHandleValid()

bool UE::MovieScene::FInstanceRegistry::IsHandleValid ( FInstanceHandle  InstanceHandle) const
inline

◆ MutateInstance()

FSequenceInstance & UE::MovieScene::FInstanceRegistry::MutateInstance ( FInstanceHandle  InstanceHandle)
inline

◆ operator=()

void UE::MovieScene::FInstanceRegistry::operator= ( const FInstanceRegistry )
delete

◆ PostInstantation()

void UE::MovieScene::FInstanceRegistry::PostInstantation ( )

◆ TagGarbage()

void UE::MovieScene::FInstanceRegistry::TagGarbage ( )

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