AutoExpandAccessors

When true, the various component accessors are passed to the task callback as separate parameters.

Windows
MacOS
Linux

References

Module

MovieScene

Header

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

Include

#include "EntitySystem/MovieSceneEntitySystemTask.h"

Syntax

enum
{
    AutoExpandAccessors = true
}

Remarks

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, TRead, TRead); }; struct FForEach_NoExpansion { void ForEachEntity(const TEntityPtr&); void ForEachAllocation(const FEntityAllocation*, const TEntityTaskComponents, TRead, TRead>&); }; template<> struct TEntityTaskTraits : TDefaultEntityTaskTraits { enum { AutoExpandAccessors = false }; };

FEntityTaskBuilder().Read().Read().Read().Dispatch_PerEntity(...); FEntityTaskBuilder().Read().Read().Read().Dispatch_PerEntity(...); FEntityTaskBuilder().Read().Read().Read().Dispatch_PerAllocation(...); FEntityTaskBuilder().Read().Read().Read().Dispatch_PerAllocation(...);

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