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Minimal low level task interface
| Name | FTask |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/Async/Fundamental/Task.h |
| Include Path | #include "Async/Fundamental/Task.h" |
Syntax
class FTask : private LowLevelTasks::Tasks_Impl::FTaskBase
Inheritance Hierarchy
- FTask
- FInheritedContextBase → FTaskBase → FTask
- FTaskBase → FTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTask () |
Async/Fundamental/Task.h | ||
| Async/Fundamental/Task.h | |||
| Async/Fundamental/Task.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FTask() |
Async/Fundamental/Task.h |
Structs
| Name | Remarks |
|---|---|
| FInitData |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ActiveTask | thread_local FTask * | Async/Fundamental/Task.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AllowBusyWaiting() |
Async/Fundamental/Task.h | ||
bool AllowCancellation() |
Async/Fundamental/Task.h | ||
const TCHAR * GetDebugName() |
Async/Fundamental/Task.h | ||
FInitData GetInitData() |
Async/Fundamental/Task.h | ||
ETaskPriority GetPriority() |
Async/Fundamental/Task.h | ||
void * GetUserData() |
Async/Fundamental/Task.h | ||
void Init
(
const TCHAR* InDebugName, |
Async/Fundamental/Task.h | ||
void Init
(
const TCHAR* InDebugName, |
Async/Fundamental/Task.h | ||
bool IsBackgroundTask() |
Async/Fundamental/Task.h | ||
bool IsCompleted
(
std::memory_order MemoryOrder |
Means the task is completed and this taskhandle can be recycled | Async/Fundamental/Task.h | |
bool IsReady() |
Means the task is ready to be launched but might already been canceled | Async/Fundamental/Task.h | |
void SetUserData
(
void* NewUserData |
Async/Fundamental/Task.h | ||
bool TryCancel
(
ECancellationFlags CancellationFlags |
Try to cancel the task if it has not been launched yet. | Async/Fundamental/Task.h | |
bool TryExecute
(
FTask*& Continuation |
Async/Fundamental/Task.h | ||
bool TryExecute () |
Try to execute the task if it has not been launched yet the task will execute immediately. | Async/Fundamental/Task.h | |
bool TryExpedite
(
FTask*& Continuation |
Async/Fundamental/Task.h | ||
bool TryExpedite () |
Try to expedite the task if succeded it will run immediately but it will not set the completed state until the scheduler has executed it, because the scheduler still holds a reference. | Async/Fundamental/Task.h | |
bool TryRevive () |
Try to revive a canceled task (as in reverting the cancellation as if it never happened). | Async/Fundamental/Task.h | |
bool WasCanceled() |
Means the task was canceled but might still need to be launched | Async/Fundamental/Task.h | |
bool WasExpedited() |
Means the task was expedited or that it already completed | Async/Fundamental/Task.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FTask * GetActiveTask() |
Get the currently active task if any | Async/Fundamental/Task.h | |
static bool PermitBackgroundWork() |
Async/Fundamental/Task.h |