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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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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 );