IBlendableTokenStack::ComputeAndActuate

Implemented by typed stacks to compute the final blended value for its data, and apply that result to the specified object

Windows
MacOS
Linux

Override Hierarchy

IBlendableTokenStack::ComputeAndActuate()

TBlendableTokenStack::ComputeAndActuate()

References

Module

MovieScene

Header

/Engine/Source/Runtime/MovieScene/Public/Evaluation/Blending/BlendableTokenStack.h

Include

#include "Evaluation/Blending/BlendableTokenStack.h"

Syntax

void ComputeAndActuate
(
    UObject * InObject,
    FMovieSceneBlendingAccumulator & Accumulator,
    FMovieSceneBlendingActuatorID ActuatorTypeID,
    const FMovieSceneContext & Context,
    FPersistentEvaluationData & PersistentData,
    IMovieScenePlayer & Player
)

Remarks

Implemented by typed stacks to compute the final blended value for its data, and apply that result to the specified object

Parameters

Parameter

Description

InObject

The object to apply the result to. Nullptr for master track data.

Accumulator

The accumulator that was used to gather and consolidate the blendable tokens

ActuatorTypeID

A unique identifier to the actuator that should be used to apply the result to the object

Context

Root-level movie scene evaluation context for the current frame

PersistentData

Persistent data store for the evaluation

Player

The player that is responsible for playing back the sequence

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