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API > API/Runtime > API/Runtime/StateStream
| Name | IStateStreamManager |
| Type | class |
| Header File | /Engine/Source/Runtime/StateStream/Public/StateStreamManager.h |
| Include Path | #include "StateStreamManager.h" |
Syntax
class IStateStreamManager
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IStateStreamManager() |
StateStreamManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 | StateStreamManager.h | |
void Game_DebugRender
(
IStateStreamDebugRenderer& Renderer, |
StateStream debug rendering. | StateStreamManager.h | |
void Game_EndTick
(
double AbsoluteTime, |
Close tick and make it available to render side. | StateStreamManager.h | |
void Game_Exit() |
Should be called when game is exiting. | StateStreamManager.h | |
T & Game_Get() |
Functions to fetch StateStream interface (not IStateStream) game side. | StateStreamManager.h | |
void * Game_GetStreamPointer
(
uint32 Id |
StateStreamManager.h | ||
bool Game_IsInTick
(
uint32 LaneId |
Returns true if game is inside an open tick. | StateStreamManager.h | |
uint32 Game_SetDefaultLane
(
uint32 LaneId |
Set the lane that will be used if provided lane is DefaultLaneId. Returns previous default lane id. | StateStreamManager.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual uint32 Game_CreateLane() |
StateStreamManager.h | ||
virtual void Game_DestroyLane
(
uint32 LaneId |
StateStreamManager.h | ||
virtual void Game_SetLaneUserData
(
uint32 LaneId, |
StateStreamManager.h |