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