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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FUpdatedComponentAsyncOutput
Syntax
TArray< FOverlapInfo > SpeculativeOverlaps
Remarks
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. We cache overlap regardless if other component enables Overlap events, and will have to cull them on game thread when applying output. TODO see ShouldIngoreOverlapResult, check WorldSEttings and ActorInitialized condition.