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Implementation of an async message system which schedules the processing of messages based on tick groups and named thread async tasks, making it integrate nicely with common gameplay frameworks in Unreal.
| Name | FAsyncGameplayMessageSystem |
| Type | class |
| Header File | /Engine/Plugins/Experimental/AsyncMessageSystem/Source/AsyncMessageSystem/Public/AsyncGameplayMessageSystem.h |
| Include Path | #include "AsyncGameplayMessageSystem.h" |
Syntax
class FAsyncGameplayMessageSystem : public FAsyncMessageSystemBase
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FAsyncMessageSystemBase → FAsyncGameplayMessageSystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAsyncGameplayMessageSystem
(
UWorld* OwningWorld |
AsyncGameplayMessageSystem.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EarliestSupportedTickGroup | ETickingGroup | AsyncGameplayMessageSystem.h | |
| LatestSupportedTickGroup | ETickingGroup | The tick group that is the latest in frame time which this message system will support | AsyncGameplayMessageSystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentTickGroup | ETickingGroup | Keep track of the state of what tick group is currently executing and what the last one was. | AsyncGameplayMessageSystem.h | |
| LastTickedGroup | ETickingGroup | AsyncGameplayMessageSystem.h | ||
| OuterWorld | TWeakObjectPtr< UWorld > | The world in which this message system belongs to. | AsyncGameplayMessageSystem.h | |
| TickFunctions | TMap< ETickingGroup, TSharedPtr< FTickFunction > > | Tick functions which are created when this message system starts. | AsyncGameplayMessageSystem.h | |
| WorkHandleCreationCS | FCriticalSection | AsyncGameplayMessageSystem.h | ||
| WorkHandles | TMap< ETickingGroup, UE::Tick::FActiveSyncWorkHandle > | Handles that we can use to request work (in our case, process messages for a specific tick group) | AsyncGameplayMessageSystem.h |