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

Public Member Functions

 FRootSequenceData (FRootInstanceHandle InRootInstanceHandle, const FInstanceRegistry *InInstanceRegistry)
 
int32 IndexOf (FMovieSceneSequenceID SequenceID) const
 
uint16 GetChannelID (FMovieSceneSequenceID SequenceID) const
 
int32 Add (FMovieSceneSequenceID SequenceID, EHierarchicalSequenceChannelFlags InFlags)
 
bool AddImplicitChild (FMovieSceneSequenceID SequenceID)
 
void ProduceChannels (TSparseArray< uint16 > &OutInstanceIDToChannel, FHierarchicalEasingChannelBuffer &OutData)
 
uint16 ProduceChannelForIndex (int32 Index, const FSequenceInstance &RootInstance, TSparseArray< uint16 > &OutInstanceIDToChannel, FHierarchicalEasingChannelBuffer &OutData)
 

Detailed Description

Class that accumulates active easing data for a particular root sequence hierarchy

Constructor & Destructor Documentation

◆ FRootSequenceData()

UE::MovieScene::FRootSequenceData::FRootSequenceData ( FRootInstanceHandle  InRootInstanceHandle,
const FInstanceRegistry InInstanceRegistry 
)
inlineexplicit

Member Function Documentation

◆ Add()

int32 UE::MovieScene::FRootSequenceData::Add ( FMovieSceneSequenceID  SequenceID,
EHierarchicalSequenceChannelFlags  InFlags 
)
inline

Add the specified sequence ID to our map

◆ AddImplicitChild()

bool UE::MovieScene::FRootSequenceData::AddImplicitChild ( FMovieSceneSequenceID  SequenceID)
inline

Add the specified sequence ID to our map if it resides as a child underneath one that has an active weight

◆ GetChannelID()

uint16 UE::MovieScene::FRootSequenceData::GetChannelID ( FMovieSceneSequenceID  SequenceID) const
inline

◆ IndexOf()

int32 UE::MovieScene::FRootSequenceData::IndexOf ( FMovieSceneSequenceID  SequenceID) const
inline

Retrieve the index of the specified sequence ID if it has already been encountered

◆ ProduceChannelForIndex()

uint16 UE::MovieScene::FRootSequenceData::ProduceChannelForIndex ( int32  Index,
const FSequenceInstance RootInstance,
TSparseArray< uint16 > &  OutInstanceIDToChannel,
FHierarchicalEasingChannelBuffer OutData 
)
inline

Produce channels for the specified index within our map, including any of its parents

◆ ProduceChannels()

void UE::MovieScene::FRootSequenceData::ProduceChannels ( TSparseArray< uint16 > &  OutInstanceIDToChannel,
FHierarchicalEasingChannelBuffer OutData 
)
inline

Produce channel IDs in the specified output data, ordered parent-first


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