-Property::Index Object::RegisterProperty( const std::string& name, const Property::Value& propertyValue, Property::AccessMode accessMode )
+void Object::ReserveCustomProperties(int propertyCount)
+{
+ mCustomProperties.Reserve(propertyCount);
+ const SceneGraph::PropertyOwner& sceneObject = GetSceneObject();
+ ReservePropertiesMessage(const_cast<EventThreadServices&>(GetEventThreadServices()), sceneObject, propertyCount);
+}
+
+Property::Index Object::RegisterProperty(std::string_view name, Property::Value propertyValue)
+{
+ return RegisterProperty(name, Property::INVALID_KEY, std::move(propertyValue), Property::ANIMATABLE, true);
+}
+
+Property::Index Object::RegisterProperty(std::string_view name, Property::Index key, Property::Value propertyValue, bool checkForUniqueName)
+{
+ return RegisterProperty(name, key, std::move(propertyValue), Property::ANIMATABLE, checkForUniqueName);
+}
+
+Property::Index Object::RegisterProperty(std::string_view name,
+ Property::Value propertyValue,
+ Property::AccessMode accessMode)