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API > API/Runtime > API/Runtime/Engine
| Name | FUpdatedComponentAsyncOutput |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h |
| Include Path | #include "CharacterMovementComponentAsync.h" |
Syntax
struct FUpdatedComponentAsyncOutput
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SpeculativeOverlaps | TArray< FOverlapInfo > | TODO Overlaps: When overlapping, if UpdatedComponent enables overlaps, we cannot read from overlapped component to determine if it needs overlap event, because we are not on game thread. | CharacterMovementComponentAsync.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddUniqueSpeculativeOverlap
(
const FOverlapInfo& NewOverlap |
Stolen from prim component TODO dedupe Helper for adding an FOverlapInfo uniquely to an Array, using IndexOfOverlapFast and knowing that at least one overlap is valid (non-null | CharacterMovementComponentAsync.h | |
int32 IndexOfOverlap
(
const FOverlapInfo& SearchItem |
Stolen from prim component TODO | CharacterMovementComponentAsync.h |