# ReplaceComponentForLinkedEntityGroup<T>(int, Entity, T)

> Records a command that replaces a component value for an entity's LinkedEntityGroup. Entities in the LinkedEntityGroup that don't have the component will be skipped safely.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Entities](/engine/7000.0/script-reference/unity/entities.md)
* **Assembly:** UnityEngine.EntitiesModule

```csharp
public void ReplaceComponentForLinkedEntityGroup<T>(int sortKey, Entity e, T component) where T : unmanaged, IComponentData
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): A unique index for each set of commands added to this EntityCommandBuffer across all parallel jobs writing commands to this buffer. The [ChunkIndexInQuery](/engine/7000.0/script-reference/unity/entities/chunkindexinquery.md) provided by [IJobEntity](/engine/7000.0/script-reference/unity/entities/ijobentity.md) is an appropriate value to use for this parameter. In an [IJobChunk](/engine/7000.0/script-reference/unity/entities/ijobchunk.md) pass the 'unfilteredChunkIndex' value from IJobChunk.Execute.**** (\[Entity]\(/engine/7000.0/script-reference/unity/entities/entity)): The entity whose LinkedEntityGroup will be referenced.**** (T): The component value to set.

### Remarks

At playback, this command throws an error if the entity is destroyed before playback.
