GetAllEntitiesInScene /Scene and entities

void GetAllEntitiesInScene(ETHEntityArray& outArray)

Inserts to &outArray a handle to every entity in the scene.

Sample:

ETHEntityArray entities;
GetAllEntitiesInScene(entities);

// double the size of every entity in scene
for (uint t = 0; t < entities.Size(); t++)
{
    entities[t].Scale(2.0f);
}
Warning! Depending on how many entities the scene has, this function may become expensive to the CPU. Using this function too many times inside the game loop must be avoided. Consider retrieving those entities before the game loop starts and store them in an accessible place.