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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MovieSceneEntitySystemTask.h>
Inheritance diagram for UE::MovieScene::TDefaultEntityTaskTraits< T >:Public Types | |
| enum | { AutoExpandAccessors = true } |
Default traits specialized for each user TaskImplInstance
| Enumerator | |
|---|---|
| AutoExpandAccessors | When true, the various component accessors are passed to the task callback as separate parameters. When false, they are passed through as a combined template For example: struct FForEach_Expanded { void ForEachEntity(float, uint16, UObject*); void ForEachAllocation(const FEntityAllocation*, TRead<float>, TRead<uint16>, TRead<UObject*>); }; struct FForEach_NoExpansion { void ForEachEntity(const TEntityPtr<const float, const uint16, const UObject*>&); void ForEachAllocation(const FEntityAllocation*, const TEntityTaskComponents<TRead<float>, TRead<uint16>, TRead<UObject*>>&); }; template<> struct TEntityTaskTraits<FForEach_NoExpansion> : TDefaultEntityTaskTraits<FForEach_NoExpansion> { enum { AutoExpandAccessors = false }; }; FEntityTaskBuilder().Read<float>().Read<uint16>().Read<UObject*>().Dispatch_PerEntity<FForEach_Expanded>(...); FEntityTaskBuilder().Read<float>().Read<uint16>().Read<UObject*>().Dispatch_PerEntity<FForEach_NoExpansion>(...); FEntityTaskBuilder().Read<float>().Read<uint16>().Read<UObject*>().Dispatch_PerAllocation<FForEach_Expanded>(...); FEntityTaskBuilder().Read<float>().Read<uint16>().Read<UObject*>().Dispatch_PerAllocation<FForEach_NoExpansion>(...); |