UE::MovieScene::MaximumNumComponentsSupported

Defines the absolute maximum number of component _types_ that can exist at any one time in an [FEntityManager](API\Runtime\MovieScene\EntitySystem\FEntityManager) In general component types should be kept to a minimum, but if large numbers of blocking sequences are required (which each require their own linker and instance tags), or large numbers of components are required for whatever reason, this limit can be increased.

Windows
MacOS
Linux

References

Module

MovieScene

Header

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

Include

#include "EntitySystem/MovieSceneEntityIDs.h"

Syntax

namespace UE
{
    namespace MovieScene
    {
        static constexpr int32 UE::MovieScene::MaximumNumComponentsSupported = 256;
    }
}

Remarks

Defines the absolute maximum number of component types that can exist at any one time in an FEntityManager In general component types should be kept to a minimum, but if large numbers of blocking sequences are required (which each require their own linker and instance tags), or large numbers of components are required for whatever reason, this limit can be increased.

Component masks are stored as fixed size inline bit arrays, so considerations should be made before increasing this number.

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