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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FPhysicsSceneGuard
We use 32 bits to store our depths (16 read and 16 write) allowing a maximum recursive lock of depth 65,536. This unions to whatever the platform ptr size is so we can store this directly into TLS without allocating more storage
| Name | FSceneLockTls |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Framework/Threading.h |
| Include Path | #include "Framework/Threading.h" |
Syntax
class FSceneLockTls
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneLockTls() |
Framework/Threading.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FSceneLockTls | union Chaos::FPhysicsSceneGuard::FSceneLockTls | Framework/Threading.h | ||
| PtrDummy | void * | Framework/Threading.h | ||
| ReadDepth | uint16 | Framework/Threading.h | ||
| WriteDepth | uint16 | Framework/Threading.h |