TEntityPtr

Variadic template representing a single entity with a range of entities with the same a set of typed components.

Windows
MacOS
Linux

References

Module

MovieScene

Header

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

Include

#include "EntitySystem/MovieSceneEntityRange.h"

Syntax

template<typename... T>
struct TEntityPtr

Remarks

Variadic template representing a single entity with a range of entities with the same a set of typed components.

The template parameters define each component type by index, whose constness should match the read/write semantics of the accessor. For example, an entity with a float, int and bool component, accessed read-only should be represented by a TEntityPtr<const float, const int const bool>. If one wished to write to all the float components, we would require a TEntityPtr<float, const int, const bool> etc

Specializations

Constructors

Name Description

Public function

TEntityPtr

(
    int32 InEntityIndex,
    const TEntityRange< T... >* In...
)

Construct this range from a range and index

Functions

Name Description

Public function Const

auto &

 

Get()

Retrieve the component at the specified Index within this TEntityPtr's parameters.

Public function Const

auto *

 

GetOptional()

Optionally retrieve the component at the specified ComponentTypeIndex within this TEntityPtr's parameters.

Public function Const

void

 

Set

(
    ValueType&& InValue
)

Set the value of the component at the specified index withinin this entity

Operators

Name Description

Public function

TEntityPtr &

 

operator--()

Increment this pointer

Public function Const

 

operator bool()

Test whether this pointer is valid

Public function

TEntityPtr &

 

operator*()

Dereference this pointer

Public function

TEntityPtr &

 

operator++()

Increment this pointer

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