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Helper class to gather information about asynchronus execution. Will be held in the PCGContext.
| Name | FPCGAsyncState |
| Type | struct |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Helpers/PCGAsyncState.h |
| Include Path | #include "Helpers/PCGAsyncState.h" |
Syntax
struct FPCGAsyncState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FPCGAsyncState () |
Deprecating a property requires to have deprecation warning disable for the default copy ctor... | Helpers/PCGAsyncState.h | |
FPCGAsyncState
(
const FPCGAsyncState& |
Helpers/PCGAsyncState.h | ||
FPCGAsyncState
(
FPCGAsyncState&& |
Helpers/PCGAsyncState.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FPCGAsyncState() |
Helpers/PCGAsyncState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncCurrentReadIndex | int32 | Helpers/PCGAsyncState.h | ||
| AsyncCurrentWriteIndex | int32 | For async process, keep track of where the write processing is in output data. | Helpers/PCGAsyncState.h | |
| bIsCallingBlueprint | bool | True if the async process will call BP functions, which will require a BP context reset. | Helpers/PCGAsyncState.h | |
| bIsOutOfTickBudgetSet | bool | True if out of tick buddget was set | Helpers/PCGAsyncState.h | |
| bIsRunningAsyncCall | bool | True if currently inside a PCGAsync scope - will prevent further async processing. | Helpers/PCGAsyncState.h | |
| bIsRunningOnMainThread | bool | For multithreading, track if the current element is run on the main thread. | Helpers/PCGAsyncState.h | |
| bIsRunningOutOfTick | bool | True if we can run out of tick | Helpers/PCGAsyncState.h | |
| bStarted | bool | Keep information if the async has started or not. | Helpers/PCGAsyncState.h | |
| ChunkToNumElementsWrittenMap | TMap< int32, int32 > | Map between the processed chunks but not yet processed and the number of elements written for that chunk. | Helpers/PCGAsyncState.h | |
| CurrentChunkToCollapse | int32 | Keep track of the current chunk we need to collapse. Important to collapse in order. | Helpers/PCGAsyncState.h | |
| EndTime | double | For timeslicing, it will be set by the graph executor to know when we should stop. | Helpers/PCGAsyncState.h | |
| InitialNumIterations | int32 | Keep information on the initial number of iteration, so that if we have timeslicing we make sure that the number of iterations matches. | Helpers/PCGAsyncState.h | |
| NumAvailableTasks | int32 | How many tasks are available to run async. | Helpers/PCGAsyncState.h | |
| TasksChunksStartEnd | TArray< TTuple< int32, int32 > > | List of the current chunk and last chunk a given task have to process. | Helpers/PCGAsyncState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Reset() |
To be called at the end of an async processing. | Helpers/PCGAsyncState.h | |
bool ShouldStop() |
Returns true if we reached end time. | Helpers/PCGAsyncState.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPCGAsyncState & operator=
(
const FPCGAsyncState& |
Helpers/PCGAsyncState.h | ||
FPCGAsyncState & operator=
(
FPCGAsyncState&& |
Helpers/PCGAsyncState.h |