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API > API/Runtime > API/Runtime/StateStream
StateStreamManager implementation. This type should only be known render side.
| Name | FStateStreamManagerImpl |
| Type | class |
| Header File | /Engine/Source/Runtime/StateStream/Public/StateStreamManagerImpl.h |
| Include Path | #include "StateStreamManagerImpl.h" |
Syntax
class FStateStreamManagerImpl : public IStateStreamManager
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FStateStreamManagerImpl() |
StateStreamManagerImpl.h |
Structs
| Name | Remarks |
|---|---|
| StateStreamRec | Small structure used to list the state streams available in the manager. |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveDefaultLaneId | uint32 | StateStreamManagerImpl.h | ||
| bGameExited | bool | Bool to check if the game has already been exited on the GT side. | StateStreamManagerImpl.h | |
| bIsInTick | bool | Bool to check if we are currently in between the begin and the end tick. | StateStreamManagerImpl.h | |
| bRenderExited | bool | Bool to check if the game has already been exited on the RT side. | StateStreamManagerImpl.h | |
| GarbageCollectTask | UE::Tasks::FTask | Async task to perform the garbage collection. | StateStreamManagerImpl.h | |
| StateStreams | TArray< StateStreamRec > | List of state streams available in the manager. | StateStreamManagerImpl.h | |
| StateStreamsLookup | TArray< IStateStream * > | List of state streams for each registered state stream id. | StateStreamManagerImpl.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Render_Exit() |
Called before Render thread exits. | StateStreamManagerImpl.h | |
void Render_GarbageCollect
(
bool AsTask |
Garbage collect all the unnecessary ticks/data within each streams. | StateStreamManagerImpl.h | |
IStateStream * Render_GetStream
(
uint32 Id |
Get state stream from id. | StateStreamManagerImpl.h | |
void Render_Register
(
IStateStream& Stream, |
Register new state streams into manager. | StateStreamManagerImpl.h | |
void Render_RegisterDependency
(
uint32 FromId, |
Register dependency between state streams given their ids. FromId will depend on ToId. | StateStreamManagerImpl.h | |
void Render_RegisterDependency
(
IStateStream& From, |
Register dependency between state streams given their interfaces. From will depend on To. | StateStreamManagerImpl.h | |
void Render_Update
(
double AbsoluteTime |
Called at the beginning of a render frame. AbsolutTime is the amount of time the render frame consumes. | StateStreamManagerImpl.h |
Public Virtual
Overridden from IStateStreamManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Game_BeginTick
(
uint32 LaneId |
Call from Game when a new tick is opened Note, no state stream handles can be created,updated,destroyed outside a Begin/End tick | StateStreamManagerImpl.h | |
virtual uint32 Game_CreateLane() |
StateStreamManagerImpl.h | ||
virtual void Game_DebugRender
(
IStateStreamDebugRenderer& Renderer, |
StateStream debug rendering. | StateStreamManagerImpl.h | |
virtual void Game_DestroyLane
(
uint32 LaneId |
StateStreamManagerImpl.h | ||
virtual void Game_EndTick
(
double AbsoluteTime, |
Close tick and make it available to render side. | StateStreamManagerImpl.h | |
virtual void Game_Exit() |
Should be called when game is exiting. | StateStreamManagerImpl.h | |
virtual void * Game_GetStreamPointer
(
uint32 Id |
StateStreamManagerImpl.h | ||
virtual bool Game_IsInTick
(
uint32 LaneId |
Returns true if game is inside an open tick. | StateStreamManagerImpl.h | |
virtual uint32 Game_SetDefaultLane
(
uint32 LaneId |
Set the lane that will be used if provided lane is DefaultLaneId. Returns previous default lane id. | StateStreamManagerImpl.h | |
virtual void Game_SetLaneUserData
(
uint32 LaneId, |
StateStreamManagerImpl.h |