InstantiateAllocation()
EntityManagerInitializeChildAllocation()
UMovieSceneEntitySystemLinkRelevantSystems()
System Tick
OutImportedEntityAddBuilder()
FTrackInstanceInputComponentInitializerRun()
OutImportedEntityManufacture()
EntityManager->CreateEntityAllocationEntry()
Start
UMovieSceneGenericBoundObjectInstantiatorOnRun()
Nodes.Array.Add
UMovieSceneMasterInstantiatorSystemOnRun()
UMovieSceneEntitySystemRun()
EntityManager.ContainsComponent()
EntityAllocationMasks.Add()
ProviderImportEntity()
Check EntityAllocationMasks
UMovieSceneTrackInstanceInstantiatorMakeOutput()
False
Mast Track
Create NewSystem
SectionImportEntityImpl()OutImportedEntity
for(auto Builder:Builders) Builder->GenerateTypeCalc NewMask
EntityManagerGetAccumulatedMask()
True
Section 需要继承IMovieSceneEntityProvider
FMovieSceneEntitySystemGraphAddSystem()
UMovieSceneEntitySystemLinkerLinkSystem()
New TrackInstance
SystemCDO->ConditionalLinkSystem()
FEntityLedgerImportEntity()
IsRelevant
EntityManager->AllocateEntity()