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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MovieSceneEntityBuilder.h>
Inheritance diagram for UE::MovieScene::TEntityBuilder< T >:Public Types | |
| using | Super = TEntityBuilderImpl< TMakeIntegerSequence< int, sizeof...(T)>, T... > |
Public Member Functions | |
| TEntityBuilder () | |
| template<typename... Args> | |
| TEntityBuilder (Args &&... InTypes) | |
TEntityBuilder is a utility class that can be used to marshal type-safe component data into entites, either on construction or mutation of an existing entity. It is a general purpose utility that should not be used for high-performance code, but is useful for one-off changes to entity component structures
In general, this type is intended to be used declaratively, and will forward its state to the final function call (to prevent a copy of the payload data)
Example usage:
TComponentTypeID<float> FloatComponent1 = ...; TComponentTypeID<float> FloatComponent2 = ...; TComponentTypeID<FMovieSceneFloatChannel> FloatChannel = ...;
FMovieSceneFloatChannel NewChannelType; NewChannelType.SetDefault(1.f);
auto EntityBuilder = FEntityBuilder() .AddDefaulted(FloatComponent1) .AddDefaulted(FloatComponent2) .Add(FloatChannel, MoveTemp(NewChannelType));
// Create a new entity with 2 defaulted floats, and a float channel with a default of 1.f FMovieSceneEntityID NewEntity = CopyTemp(EntityBuilder).CreateEntity(EntityManager);
// Add the data to an existing entity - will invalidate the entity builder EntityBuilder.MutateExisting(EntityManager, Existing);
| using UE::MovieScene::TEntityBuilder< T >::Super = TEntityBuilderImpl<TMakeIntegerSequence<int, sizeof...(T)>, T...> |
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