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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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) |
Task structure that contains all the information required for dispatching and running an async task that reads/writes to component data
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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.
| UE::MovieScene::FScheduledTask::~FScheduledTask | ( | ) |
| UE::MovieScene::FScheduledTask::FScheduledTask | ( | FScheduledTask && | InTask | ) |
Move constructor used when shuffling tasks
| void UE::MovieScene::FScheduledTask::Run | ( | const FEntitySystemScheduler * | Scheduler, |
| FTaskExecutionFlags | InFlags | ||
| ) | const |
Run this task immediately and signal any subsequent tasks to run if necessary
| void UE::MovieScene::FScheduledTask::SetFunction | ( | TaskFunctionPtr | InFunction | ) |
Assign this task's function
| uint8 UE::MovieScene::FScheduledTask::bForceGameThread |
1 Byte - execution flags
| 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.
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mutable |
4 Bytes - the number of child tasks that must be completed before this task is considered complete
| FTaskBitSet UE::MovieScene::FScheduledTask::ChildTasks |
32 Bytes - Bitset of children
| FTaskBitSet UE::MovieScene::FScheduledTask::ComputedSubsequents |
32 Bytes - Bit set of all tasks that are waiting for this
| FString UE::MovieScene::FScheduledTask::DebugName |
16 Bytes - This task's parent (or None() if it is not a child task)
| FLockedComponentData UE::MovieScene::FScheduledTask::LockedComponentData |
6 bytes - Pre-locked component data specifying the direct pointers to the data required by this task
| uint16 UE::MovieScene::FScheduledTask::NumChildren = 0 |
| int32 UE::MovieScene::FScheduledTask::NumPrerequisites = 0 |
4 Bytes - the total number of tasks that must complete before this one can begin
| FTaskID UE::MovieScene::FScheduledTask::Parent |
4 Bytes - This task's parent (or None() if it is not a child task)
| TStatId UE::MovieScene::FScheduledTask::StatId |
8 Bytes - stat ID for this task
| TSharedPtr<ITaskContext> UE::MovieScene::FScheduledTask::TaskContext = nullptr |
16 Bytes - Context pointer potentially shared between all forked tasks of the same operation
| FScheduledTaskFuncionPtr UE::MovieScene::FScheduledTask::TaskFunction |
8 Bytes - Function ptr of type defined by FScheduledTask::TaskFunctionType
| FScheduledTaskFuncionPtr::EType UE::MovieScene::FScheduledTask::TaskFunctionType |
1 Byte - The type of the TaskFunction function pointer
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mutable |
4 Bytes - the number of outstanding prerequisite tasks this task is waiting on. Reset to NumPrerequisites on completion
| FEntityAllocationWriteContext UE::MovieScene::FScheduledTask::WriteContextOffset |
8 Bytes - Write context offset for this task. Added to the current Entity Manager write context on execution.