Files
UnrealEngine/Engine/Source/Runtime/MovieScene/Public/Compilation/MovieSceneDeterminismFence.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

44 lines
1.3 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Misc/FrameNumber.h"
#include "MovieSceneDeterminismFence.generated.h"
/** Structure that defines a specific determinism fence */
USTRUCT()
struct FMovieSceneDeterminismFence
{
GENERATED_BODY()
FMovieSceneDeterminismFence()
: bInclusive(false)
{}
FMovieSceneDeterminismFence(FFrameNumber InFrameNumber, bool bInInclusive = false)
: FrameNumber(InFrameNumber)
, bInclusive(bInInclusive)
{}
friend bool operator==(FMovieSceneDeterminismFence A, FMovieSceneDeterminismFence B)
{
return A.FrameNumber == B.FrameNumber && A.bInclusive == B.bInclusive;
}
/** True if this sequence should include a fence on the lower bound of any sub sequence's that include it */
UPROPERTY()
FFrameNumber FrameNumber;
/**
* Default: false. When true, specifies that this fence should be evaluated exactly on the specified time.
* When false, all times up to, but not including FrameNumber will be evaluated.
*
* Exclusive should be used for a fence at the end of a subsection with an exclusive time to ensure that the
* sub-section is entirely evaluated before evaluation returns.
*
* Inclusive should be used if an exact time must be evaluated (such as for testing purposes)
*/
UPROPERTY()
uint8 bInclusive : 1;
};