FEntityFactories

A class that contains all the component factory relationships.

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MacOS
Linux

References

Module

MovieScene

Header

/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityFactory.h

Include

#include "EntitySystem/MovieSceneEntityFactory.h"

Syntax

struct FEntityFactories

Remarks

A class that contains all the component factory relationships.

A source component (imported from an entity provider) can trigger the creation of other components on the same entity or on children entities of its entity.

Variables

Functions

Name Description

Public function

int32

 

ComputeChildComponents

(
    const FComponentMask& ParentCompon...,
    FComponentMask& ChildComponentMask
)

Given a set of components on a parent entity, compute what components should exist on a child entity.

Public function

int32

 

ComputeMutuallyInclusiveComponents

(
    FComponentMask& ComponentMask
)

Given a set of components on an entity, computes what other components should also exist on this entity.

Public function

void

 

DefineChildComponent

(
    FComponentTypeID InChildComponent
)

Defines a component as something that should always be created on every child entity.

Public function

void

 

DefineChildComponent

Adds the definition for a child component. The helper methods above are easier and preferrable.

Public function

void

 

DefineChildComponent

(
    FComponentTypeID InParentComponent,
    FComponentTypeID InChildComponent
)

Specifies that if a component is present on a parent entity, the given child component should be created on any child entity.

Public function

void

 

DefineChildComponent

(
    TComponentTypeID< ParentComponent >...,
    TComponentTypeID< ChildComponent > ...,
    InitializerCallback&& InInitialize...
)

Specifies that if a component is present on a parent entity, the given child component should be created on any child entity, and initialized with the given initializer.

Public function

void

 

DefineComplexInclusiveComponents

(
    const FComplexInclusivity& InInclu...
)

Defines a new complex inclusivity relationship.

Public function

void

 

DefineComplexInclusiveComponents

(
    const FComplexInclusivityFilter& I...,
    ComponentTypes... InComponents
)

Specifies that if an entity matches the given filter, the specified components should be created on it.

Public function

void

 

DefineComplexInclusiveComponents

(
    const FComplexInclusivityFilter& I...,
    FComponentTypeID InComponent
)

Specifies that if an entity matches the given filter, the specified component should be created on it.

Public function

void

 

DefineMutuallyInclusiveComponent

Specifies a mutual inclusivity relationship. The helper method above is easier and preferrable.

Public function

void

 

DefineMutuallyInclusiveComponent

(
    FComponentTypeID InComponentA,
    FComponentTypeID InComponentB
)

Indicates that if the first component exists on an entity, the second component should be created on that entity too.

Public function

void

 

DuplicateChildComponent

(
    TComponentTypeID< ComponentType > I...
)

Makes the given component automatically copied from a parent entity to all its children entities.

Public function

void

 

RunInitializers

(
    const FComponentMask& ParentType,
    const FComponentMask& ChildType,
    const FEntityAllocation* Paren...,
    TArrayView< const int32 > ParentAll...,
    const FEntityRange& InChildEntityR...
)

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