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The latent action manager handles all pending latent actions for a single world.
| Name | FLatentActionManager |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LatentActionManager.h |
| Include Path | #include "Engine/LatentActionManager.h" |
Syntax
USTRUCT ()
struct FLatentActionManager
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FLatentActionManager() |
Engine/LatentActionManager.h |
Structs
| Name | Remarks |
|---|---|
| FObjectActions |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActionList | TMultiMap< int32, class FPendingLatentAction * > | Map of UUID->Action(s). | Engine/LatentActionManager.h |
| FActionsForObject | TArray< FWeakObjectAndActions > | Engine/LatentActionManager.h | |
| FObjectToActionListMap | TMap< TWeakObjectPtr< UObject >, TSharedPtr< FObjectActions >, FDefaultSetAllocator, TWeakObjectPtrMapKeyFuncs< TWeakObjectPtr< UObject >, TSharedPtr< FObjectActions > > > | Map to convert from object to FActionList. | Engine/LatentActionManager.h |
| FUuidAndAction | TPair< int32, class FPendingLatentAction * > | List of actions that will be unconditionally removed at the begin of next tick | Engine/LatentActionManager.h |
| FWeakObjectAndActions | TPair< TWeakObjectPtr< UObject >, TSharedPtr< TArray< FUuidAndAction > > > | Engine/LatentActionManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| LatentActionsChangedDelegate | FOnLatentActionsChanged | Delegate called when a latent action is added or removed | Engine/LatentActionManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddNewAction
(
UObject* InActionObject, |
Adds a new action to the action list under a given UUID | Engine/LatentActionManager.h | |
void BeginFrame() |
Resets the list of objects we have processed the latent action list for. | Engine/LatentActionManager.h | |
ActionType * FindExistingAction
(
UObject* InActionObject, |
Finds the action instance for the supplied UUID, or will return NULL if one does not already exist. | Engine/LatentActionManager.h | |
ActionType * FindExistingActionWithPredicate
(
UObject* InActionObject, |
Finds the action instance for the supplied UUID, or will return NULL if one does not already exist. | Engine/LatentActionManager.h | |
void GetActiveUUIDs
(
UObject* InObject, |
Builds a set of the UUIDs of pending latent actions on a specific object. | Engine/LatentActionManager.h | |
| Gets the description string of a pending latent action with the specified UUID for a given object, or the empty string if it's an invalid UUID | Engine/LatentActionManager.h | ||
int32 GetNumActionsForObject
(
TWeakObjectPtr< UObject > InObject |
Returns the number of actions for a given object | Engine/LatentActionManager.h | |
void ProcessLatentActions
(
UObject* InObject, |
Advance pending latent actions by DeltaTime. | Engine/LatentActionManager.h | |
void RemoveActionsForObject
(
TWeakObjectPtr< UObject > InObject |
Removes all actions for given object. | Engine/LatentActionManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FObjectActions * GetActionsForObject
(
const TWeakObjectPtr< UObject >& InObject |
Finds the action instance for the supplied object will return NULL if one does not exist. | Engine/LatentActionManager.h | |
FObjectActions * GetActionsForObject
(
const TWeakObjectPtr< UObject >& InObject |
Finds the action instance for the supplied object will return NULL if one does not exist. | Engine/LatentActionManager.h | |
void TickLatentActionForObject
(
float DeltaTime, |
Ticks the latent action for a single UObject. | Engine/LatentActionManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FOnLatentActionsChanged & OnLatentActionsChanged() |
Engine/LatentActionManager.h |