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API > API/Runtime > API/Runtime/ChaosCore > API/Runtime/ChaosCore/TObjectPool
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ConditionalDestruct
(
ObjectType* At |
Destruct helper This specialization is called for objects that actually require a destructor to be called (non trivial destruction). | Chaos/ObjectPool.h | |
static void ConditionalDestruct
(
ObjectType* |
Destruct helper This specialization is called for trivially destructible types (with no destructor). | Chaos/ObjectPool.h |
ConditionalDestruct(ObjectType *)
Description
Destruct helper This specialization is called for objects that actually require a destructor to be called (non trivial destruction). It will also set the bLive flag on the object in the pool so Reset() calls can skip destruction
| Name | ConditionalDestruct |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/ChaosCore/Public/Chaos/ObjectPool.h |
| Include Path | #include "Chaos/ObjectPool.h" |
template<typename ObjectType_, TRequiresDestructor< ObjectType_ > *>
static void ConditionalDestruct
(
ObjectType * At
)
Parameters
| Name | Remarks |
|---|---|
| At | The pointer to destruct |
ConditionalDestruct(ObjectType *)
Description
Destruct helper This specialization is called for trivially destructible types (with no destructor). This is essentially a no-op and just makes the calling code cleaner for generic types
| Name | ConditionalDestruct |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/ChaosCore/Public/Chaos/ObjectPool.h |
| Include Path | #include "Chaos/ObjectPool.h" |
template<typename ObjectType_, TTrivialDestruct< ObjectType_ > *>
static void ConditionalDestruct
(
ObjectType *
)