Module |
|
Header |
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntitySystemTask.h |
Include |
#include "EntitySystem/MovieSceneEntitySystemTask.h" |
enum
{
AutoExpandAccessors = true
}
When true, the various component accessors are passed to the task callback as separate parameters. When false, they are passed through as a combined template
For example:
struct FForEach_Expanded { void ForEachEntity(float, uint16, UObject*); void ForEachAllocation(const FEntityAllocation*, TRead
FEntityTaskBuilder().Read