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Struct defining an active sync point inside a specific world context, implemented as a tick function that may not be registered
| Name | FActiveSyncPoint |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/TaskSyncManager.h |
| Include Path | #include "TaskSyncManager.h" |
Syntax
struct FActiveSyncPoint :
public TSharedFromThis< FActiveSyncPoint, ESPMode::ThreadSafe > ,
private FTickFunction
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FActiveSyncPoint
- FTickFunction → FActiveSyncPoint
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActiveSyncPoint() |
TaskSyncManager.h |
Structs
| Name | Remarks |
|---|---|
| FActiveSyncWork | Struct defining a unit of work that is executed as part of an FActiveSyncPoint |
| FExecutingSyncWork | Struct used to actually execute callbacks |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveWork | TArray< FActiveSyncWork > | Array of work to execute as part of tick, this can only be read or written with WorkLock | TaskSyncManager.h | |
| ExecutingWork | TArray< FExecutingSyncWork > | Second buffer of work used during active execution, this can only reallocate with WorkLock but is read outside it | TaskSyncManager.h | |
| FrameStatus | ESyncPointStatus | Current state of this sync point in the current frame | TaskSyncManager.h | |
| ReactivationEvent | FGraphEventRef | Event to signal if there is work to process after initial activation | TaskSyncManager.h | |
| SyncPointDescription | FSyncPointDescription | Registered sync point that created this | TaskSyncManager.h | |
| SyncPointId | FSyncPointId | Sync point this corresponds to, including batch | TaskSyncManager.h | |
| WorkLock | FTransactionallySafeCriticalSection | Lock to handle access to work array and other internal structs | TaskSyncManager.h | |
| WorldContextId | FWorldContextId | World Context this was created in | TaskSyncManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AbandonWork
(
FActiveSyncWorkHandle& Handle |
Abandons requested or reserved work, which could trigger other work to start | TaskSyncManager.h | |
const FSyncPointDescription & GetDescription() |
Returns the registered data | TaskSyncManager.h | |
ESyncPointStatus GetFrameStatus() |
Returns current status | TaskSyncManager.h | |
const FSyncPointId & GetSyncPointId() |
Returns the sync point id that created this, including the current batch context | TaskSyncManager.h | |
const FWorldContextId & GetWorldContextId() |
Returns the world context | TaskSyncManager.h | |
bool IsTickGroupWork() |
True if this is a special work function that is never registered | TaskSyncManager.h | |
FActiveSyncWorkHandle RegisterWorkHandle() |
Registers a new work handle that can be used to reserve and request work | TaskSyncManager.h | |
bool RequestWork
(
FActiveSyncWorkHandle& Handle, |
Creates a new item of work bound to a specific function | TaskSyncManager.h | |
bool ReserveFutureWork
(
FActiveSyncWorkHandle& Handle, |
Uses handle to reserve work for later, that can be requested when ready | TaskSyncManager.h | |
bool ResetWorkHandle
(
FActiveSyncWorkHandle& Handle |
Resets a handle | TaskSyncManager.h |