Navigation
API > API/Runtime > API/Runtime/Core
Our own local clock. Platforms that support suspend/resume have problems where a suspended title acts like a long hitch, causing the hang detector to fire incorrectly when the title is resumed.
To solve this, we accumulate our own time on the hang detector thread. When the title is suspended, this thread is also suspended, and the local clock stops. The delta is clamped so if we are resumed, the clock continues from where it left off.
| Name | FThreadHeartBeatClock |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/HAL/ThreadHeartBeat.h |
| Include Path | #include "HAL/ThreadHeartBeat.h" |
Syntax
class FThreadHeartBeatClock
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FThreadHeartBeatClock
(
double InMaxTimeStep |
HAL/ThreadHeartBeat.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentCycles | uint64 | HAL/ThreadHeartBeat.h | ||
| LastRealTickCycles | uint64 | HAL/ThreadHeartBeat.h | ||
| MaxTimeStepCycles | const uint64 | HAL/ThreadHeartBeat.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
double Seconds() |
HAL/ThreadHeartBeat.h | ||
void Tick() |
HAL/ThreadHeartBeat.h |