UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::MovieScene::TDefaultEntityTaskTraits< T > Struct Template Reference

#include <MovieSceneEntitySystemTask.h>

+ Inheritance diagram for UE::MovieScene::TDefaultEntityTaskTraits< T >:

Public Types

enum  { AutoExpandAccessors = true }
 

Detailed Description

template<typename T>
struct UE::MovieScene::TDefaultEntityTaskTraits< T >

Default traits specialized for each user TaskImplInstance

Member Enumeration Documentation

◆ anonymous enum

template<typename T >
anonymous enum
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>(...);


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