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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IAsyncPhysicsStateProcessor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread () |
Physics/Experimental/AsyncPhysicsStateProcessorInterface.h | ||
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread
(
TSet< UObject* >& OutRootedObjects |
Called on the GameThread before the component's physics state is destroyed. | Physics/Experimental/AsyncPhysicsStateProcessorInterface.h |
OnAsyncDestroyPhysicsStateBegin_GameThread()
| Name | OnAsyncDestroyPhysicsStateBegin_GameThread |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/AsyncPhysicsStateProcessorInterface.h |
| Include Path | #include "Physics/Experimental/AsyncPhysicsStateProcessorInterface.h" |
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread()
OnAsyncDestroyPhysicsStateBegin_GameThread(TSet< UObject * > &)
Description
Called on the GameThread before the component's physics state is destroyed. Allows preparing caches for asynchronous physics state destruction and adding any objects that must remain rooted during the async process.
| Name | OnAsyncDestroyPhysicsStateBegin_GameThread |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/AsyncPhysicsStateProcessorInterface.h |
| Include Path | #include "Physics/Experimental/AsyncPhysicsStateProcessorInterface.h" |
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread
(
TSet< UObject * > & OutRootedObjects
)
Parameters
| Name | Remarks |
|---|---|
| OutRootedObjects | Objects that must be rooted for the duration of the async destruction. |