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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UTickableWorldSubsystem
- UAutoDestroySubsystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/AutoDestroySubsystem.h |
Include | #include "Engine/AutoDestroySubsystem.h" |
Syntax
UCLASS ()
class UAutoDestroySubsystem : public UTickableWorldSubsystem
Remarks
The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. This ensures that even actors who do not have Tick enabled get properly destroyed, as well as decouple this behavior from AActor::Tick
Functions
Type | Name | Description | |
---|---|---|---|
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bool | RegisterActor
(
AActor* ActorToRegister |
Registers the given actor if it has the bAutoDestroyWhenFinished flag set |
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bool | UnregisterActor
(
AActor* ActorToRemove |
Remove this actor from the array of actors to poll with this subsystem |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
Overridden from FTickableObjectBase
Type | Name | Description | |
---|---|---|---|
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TStatId | GetStatId () |
Return the stat id used to track the performance of this object |
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ETickableTickType | Virtual that can be overloaded by the inheriting class and is called before first tick. | |
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void | Tick
(
float DeltaTime |
Update any Actors that have bAutoDestroyWhenFinished set to true. |