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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UActorComponent
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.
Virtual Inheritance
- IAsyncPhysicsStateProcessor::OnAsyncDestroyPhysicsStateBegin_GameThread → UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread
Derived Overrides
- UInstancedSkinnedMeshComponent::OnAsyncDestroyPhysicsStateBegin_GameThread
- UInstancedStaticMeshComponent::OnAsyncDestroyPhysicsStateBegin_GameThread
- UPrimitiveComponent::OnAsyncDestroyPhysicsStateBegin_GameThread
- USkeletalMeshComponent::OnAsyncDestroyPhysicsStateBegin_GameThread
| Name | OnAsyncDestroyPhysicsStateBegin_GameThread |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
| Include Path | #include "Components/ActorComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp |
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread
(
TSet< UObject * > & OutRootedObjects
)
Parameters
| Name | Remarks |
|---|---|
| OutRootedObjects | Objects that must be rooted for the duration of the async destruction. |