Navigation
API > API/Runtime > API/Runtime/Engine
| Name | FPhysScene_AsyncPhysicsStateJobQueue |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |
| Include Path | #include "Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h" |
Syntax
struct FPhysScene_AsyncPhysicsStateJobQueue : public FGCObject
Inheritance Hierarchy
- FGCObject → FPhysScene_AsyncPhysicsStateJobQueue
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysScene_AsyncPhysicsStateJobQueue
(
FPhysScene* InPhysScene |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FPhysScene_AsyncPhysicsStateJobQueue() |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |
Structs
| Name | Remarks |
|---|---|
| FJob | |
| FScopedDeferAsyncPhysicsStateJobs |
Enums
Public
| Name | Remarks |
|---|---|
| EJobType |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncJobTask | UE::Tasks::FTask | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| bIsBlocking | std::atomic< bool > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| CompletedJobs | TArray< FJob > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| DeferNewJobsScopeCount | int32 | When greater than zero, new jobs are added to DeferredJobs until counter goes back to 0 This allows to temporarily pause adding to JobsToExecute. | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | |
| DeferredJobs | TArray< FJob > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| ExecutingJob | TOptional< FJob > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| GameThreadEpoch | std::atomic< int32 > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| JobsLock | FRWLock | Variables access/modified by both the GameThread and the async task. | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | |
| JobsToExecute | TArray< FJob > | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
| PhysScene | FPhysScene * | GameThread variables. | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | |
| RootCounts | TMap< TObjectPtr< UObject >, int32 > | GT-only: tracks roots across jobs (counts to handle duplicate/additional jobs) | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | |
| TaskEpoch | int32 | Async Task variables. | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | |
| UsedAsyncTaskTimeBudgetSec | double | Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddJob
(
const FJob& Job |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
bool IsCompleted() |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
void RemoveJob
(
const FJob& Job |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
void Tick
(
bool bWaitForCompletion |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |
Public Virtual
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h | ||
virtual FString GetReferencerName() |
Physics/Experimental/PhysScene_AsyncPhysicsStateJobQueue.h |