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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UPrimitiveComponent
Description
Called on the GameThread before the component's physics state is created. Allows preparing caches for asynchronous physics state creation and adding any objects that must remain rooted during the async process.
Virtual Inheritance
- IAsyncPhysicsStateProcessor::OnAsyncCreatePhysicsStateBegin_GameThread → UPrimitiveComponent::OnAsyncCreatePhysicsStateBegin_GameThread
Derived Overrides
- UInstancedStaticMeshComponent::OnAsyncCreatePhysicsStateBegin_GameThread
- USkeletalMeshComponent::OnAsyncCreatePhysicsStateBegin_GameThread
| Name | OnAsyncCreatePhysicsStateBegin_GameThread |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include Path | #include "Components/PrimitiveComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/PrimitiveComponent.cpp |
virtual void OnAsyncCreatePhysicsStateBegin_GameThread
(
TSet< UObject * > & OutRootedObjects
)
Parameters
| Name | Remarks |
|---|---|
| OutRootedObjects | Objects that must be rooted for the duration of the async creation. |