// Copyright Epic Games, Inc. All Rights Reserved. #include "EntitySystem/MovieSceneEntityIDs.h" #include "EntitySystem/MovieSceneEntityManager.h" namespace UE { namespace MovieScene { bool FEntityHandle::IsValid(const FEntityManager& InEntityManager) const { return InEntityManager.IsHandleValid(*this); } bool FComponentTypeIDFilter::Passes(const FComponentMask& Type) const { FComponentTypeID ConditionComponent = GetComponentType(); return !ConditionComponent || Type.Contains(ConditionComponent) == PassFlag; } } // namespace MovieScene } // namespace UE