// Copyright Epic Games, Inc. All Rights Reserved. #include "EntitySystem/IMovieSceneTaskScheduler.h" #include "EntitySystem/MovieSceneTaskScheduler.h" namespace UE::MovieScene { FTaskID IEntitySystemScheduler::AddNullTask() { return static_cast(this)->AddNullTask(); } FTaskID IEntitySystemScheduler::AddTask(const FTaskParams& InParams, TSharedPtr InTaskContext, TaskFunctionPtr InTaskFunction) { return static_cast(this)->AddTask(InParams, InTaskContext, InTaskFunction); } FTaskID IEntitySystemScheduler::CreateForkedAllocationTask(const FTaskParams& InParams, TSharedPtr InTaskContext, TaskFunctionPtr InTaskFunction, TFunctionRef&)> InPreLockFunc, const FEntityComponentFilter& Filter, const FComponentMask& ReadDeps, const FComponentMask& WriteDeps) { return static_cast(this)->CreateForkedAllocationTask(InParams, InTaskContext, InTaskFunction, InPreLockFunc, Filter, ReadDeps, WriteDeps); } void IEntitySystemScheduler::AddPrerequisite(FTaskID Prerequisite, FTaskID Subsequent) { return static_cast(this)->AddPrerequisite(Prerequisite, Subsequent); } void IEntitySystemScheduler::AddChildBack(FTaskID Parent, FTaskID Child) { return static_cast(this)->AddChildBack(Parent, Child); } void IEntitySystemScheduler::AddChildFront(FTaskID Parent, FTaskID Child) { return static_cast(this)->AddChildFront(Parent, Child); } } // namespace UE::MovieScene