Choose your operating system:
Windows
macOS
Linux
| TEntityBuilderImpl
|
Module |
|
Header |
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneEntityBuilder.h |
Include |
#include "EntitySystem/MovieSceneEntityBuilder.h" |
template<typename... T>
struct TEntityBuilder : public UE::MovieScene::TEntityBuilderImpl< TMakeIntegerSequence< int, sizeof...(T)>, T... >
TEntityBuilder is a utility class that can be used to marshal type-safe component data into entites, either on construction or mutation of an existing entity. It is a general purpose utility that should not be used for high-performance code, but is useful for one-off changes to entity component structures
In general, this type is intended to be used declaratively, and will forward its state to the final function call (to prevent a copy of the payload data)
Example usage:
TComponentTypeID<float> FloatComponent1 = ...; TComponentTypeID<float> FloatComponent2 = ...; TComponentTypeID<FMovieSceneFloatChannel> FloatChannel = ...;
FMovieSceneFloatChannel NewChannelType; NewChannelType.SetDefault(1.f);
auto EntityBuilder = FEntityBuilder() .AddDefaulted(FloatComponent1) .AddDefaulted(FloatComponent2) .Add(FloatChannel, MoveTemp(NewChannelType));
Create a new entity with 2 defaulted floats, and a float channel with a default of 1.f FMovieSceneEntityID NewEntity = CopyTemp(EntityBuilder).CreateEntity(EntityManager);
Add the data to an existing entity - will invalidate the entity builder EntityBuilder.MutateExisting(EntityManager, Existing);
Name | Description | |
---|---|---|
|
TEntityBuilder() |
|
|
TEntityBuilder ( |
Name |
Description |
---|---|
Super |