UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::MovieScene::TSetCompositePropertyValuesImpl< PropertyTraits, MetaDataType, CompositeTypes > Struct Template Reference

Detailed Description

template<typename PropertyTraits, typename MetaDataType, typename... CompositeTypes>
struct UE::MovieScene::TSetCompositePropertyValuesImpl< PropertyTraits, MetaDataType, CompositeTypes >

Task implementation that combines a specific set of input components (templated as CompositeTypes) through a projection, and applies the result to an object property Three types of property are supported: Custom native accessor functions, fast pointer offset, or FTrackInstancePropertyBindings.

Can be invoked in one of 2 ways: either with a specific property type and input components through a per-entity iteration:

TComponentTypeID<FCustomPropertyIndex> CustomProperty = ...;
TComponentTypeID<UObject*> BoundObject = ...;

FEntityTaskBuilder()
.Read( BoundObject )
.Read( CustomProperty )
.Read( TComponentTypeID<float>(...) )
.Read( TComponentTypeID<float>(...) )
.Read( TComponentTypeID<float>(...) )
.Dispatch_PerEntity<TSetCompositePropertyValues<FVector, float, float, float>>( ..., &UKismetMathLibrary::MakeVector );

Or via a combinatorial task that iterates all entities with any one of the property components:

TComponentTypeID<uint16> FastPropertyOffset = ...;
TComponentTypeID<TSharedPtr<FTrackInstancePropertyBindings>> SlowProperty = ...;

FEntityTaskBuilder()
.Read(      BoundObject )
.ReadOneOf( CustomProperty, FastPropertyOffset, SlowProperty )
.Read(      TComponentTypeID<float>(...) )
.Read(      TComponentTypeID<float>(...) )
.Read(      TComponentTypeID<float>(...) )
.Dispatch_Perllocation<TSetCompositePropertyValues<FVector, float, float, float>>( ..., &UKismetMathLibrary::MakeVector );

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