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

#include <MovieSceneTaskScheduler.h>

Classes

struct  FLockedComponentData
 

Public Member Functions

 FScheduledTask (FEntityAllocationWriteContext InWriteContextOffset)
 
 ~FScheduledTask ()
 
 FScheduledTask (FScheduledTask &&InTask)
 
void Run (const FEntitySystemScheduler *Scheduler, FTaskExecutionFlags InFlags) const
 
void SetFunction (TaskFunctionPtr InFunction)
 

Public Attributes

FTaskBitSet ComputedSubsequents
 
FTaskBitSet ChildTasks
 
FScheduledTaskFuncionPtr TaskFunction
 
TSharedPtr< ITaskContextTaskContext = nullptr
 
FString DebugName
 
TStatId StatId
 
FEntityAllocationWriteContext WriteContextOffset
 
FLockedComponentData LockedComponentData
 
int32 NumPrerequisites = 0
 
FEntitySystemMaybeAtomicInt32 WaitCount = 0
 
FEntitySystemMaybeAtomicInt32 ChildCompleteCount = 0
 
FTaskID Parent
 
uint16 NumChildren = 0
 
FScheduledTaskFuncionPtr::EType TaskFunctionType
 
uint8 bForceGameThread: 1
 
uint8 bForceInline: 1
 

Detailed Description

Task structure that contains all the information required for dispatching and running an async task that reads/writes to component data

Constructor & Destructor Documentation

◆ FScheduledTask() [1/2]

UE::MovieScene::FScheduledTask::FScheduledTask ( FEntityAllocationWriteContext  InWriteContextOffset)
explicit

Construct a new task from a write context. The write context is used as an additive offset from the base write context at when tasks are first dispatched.

◆ ~FScheduledTask()

UE::MovieScene::FScheduledTask::~FScheduledTask ( )

◆ FScheduledTask() [2/2]

UE::MovieScene::FScheduledTask::FScheduledTask ( FScheduledTask &&  InTask)

Move constructor used when shuffling tasks

Member Function Documentation

◆ Run()

void UE::MovieScene::FScheduledTask::Run ( const FEntitySystemScheduler Scheduler,
FTaskExecutionFlags  InFlags 
) const

Run this task immediately and signal any subsequent tasks to run if necessary

◆ SetFunction()

void UE::MovieScene::FScheduledTask::SetFunction ( TaskFunctionPtr  InFunction)

Assign this task's function

Member Data Documentation

◆ bForceGameThread

uint8 UE::MovieScene::FScheduledTask::bForceGameThread

1 Byte - execution flags

◆ bForceInline

uint8 UE::MovieScene::FScheduledTask::bForceInline

When true, this task will be forcibly run inline as soon as it is able. Generally used for parent tasks that don't do any meaningful work but schedule their children.

◆ ChildCompleteCount

FEntitySystemMaybeAtomicInt32 UE::MovieScene::FScheduledTask::ChildCompleteCount = 0
mutable

4 Bytes - the number of child tasks that must be completed before this task is considered complete

◆ ChildTasks

FTaskBitSet UE::MovieScene::FScheduledTask::ChildTasks

32 Bytes - Bitset of children

◆ ComputedSubsequents

FTaskBitSet UE::MovieScene::FScheduledTask::ComputedSubsequents

32 Bytes - Bit set of all tasks that are waiting for this

◆ DebugName

FString UE::MovieScene::FScheduledTask::DebugName

16 Bytes - This task's parent (or None() if it is not a child task)

◆ LockedComponentData

FLockedComponentData UE::MovieScene::FScheduledTask::LockedComponentData

6 bytes - Pre-locked component data specifying the direct pointers to the data required by this task

◆ NumChildren

uint16 UE::MovieScene::FScheduledTask::NumChildren = 0

◆ NumPrerequisites

int32 UE::MovieScene::FScheduledTask::NumPrerequisites = 0

4 Bytes - the total number of tasks that must complete before this one can begin

◆ Parent

FTaskID UE::MovieScene::FScheduledTask::Parent

4 Bytes - This task's parent (or None() if it is not a child task)

◆ StatId

TStatId UE::MovieScene::FScheduledTask::StatId

8 Bytes - stat ID for this task

◆ TaskContext

TSharedPtr<ITaskContext> UE::MovieScene::FScheduledTask::TaskContext = nullptr

16 Bytes - Context pointer potentially shared between all forked tasks of the same operation

◆ TaskFunction

FScheduledTaskFuncionPtr UE::MovieScene::FScheduledTask::TaskFunction

8 Bytes - Function ptr of type defined by FScheduledTask::TaskFunctionType

◆ TaskFunctionType

FScheduledTaskFuncionPtr::EType UE::MovieScene::FScheduledTask::TaskFunctionType

1 Byte - The type of the TaskFunction function pointer

◆ WaitCount

FEntitySystemMaybeAtomicInt32 UE::MovieScene::FScheduledTask::WaitCount = 0
mutable

4 Bytes - the number of outstanding prerequisite tasks this task is waiting on. Reset to NumPrerequisites on completion

◆ WriteContextOffset

FEntityAllocationWriteContext UE::MovieScene::FScheduledTask::WriteContextOffset

8 Bytes - Write context offset for this task. Added to the current Entity Manager write context on execution.


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