FEntityManager::WriteComponentChecked

Write a component value that is known to exist to an entity.

Windows
MacOS
Linux

References

Module

MovieScene

Header

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

Include

#include "EntitySystem/MovieSceneEntityManager.h"

Syntax

template<typename T, typename ValueType>
void WriteComponentChecked
(
    FMovieSceneEntityID Entity,
    TComponentTypeID< T > ComponentTypeID,
    ValueType && Value
) const

Remarks

Write a component value that is known to exist to an entity. @note this is a general purpose convenience utility which should not be used for high-performance runtime code. See FEntityTaskBuilder.

Parameters

Parameter

Description

Entity

The ID of the entity to read from

ComponentTypeID

The component that is to be read

Value

The value to write

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss