60 void LaunchAsyncJobTask();
62 void OnUpdateLevelStreamingDone();
70 double UsedAsyncTaskTimeBudgetSec = 0;
78 std::atomic<bool> bIsBlocking =
false;
79 std::atomic<int32> GameThreadEpoch = 0;
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition PhysScene_Chaos.h:116
Definition AsyncPhysicsStateProcessorInterface.h:14
virtual UObject * GetAsyncPhysicsStateObject() const
Definition AsyncPhysicsStateProcessorInterface.h:26
Definition PhysScene_AsyncPhysicsStateJobQueue.h:24
bool operator==(const FJob &Other) const
Definition PhysScene_AsyncPhysicsStateJobQueue.h:39
FJob(IAsyncPhysicsStateProcessor *InProcessor, EJobType InType)
Definition PhysScene_AsyncPhysicsStateJobQueue.h:25
IAsyncPhysicsStateProcessor * Processor
Definition PhysScene_AsyncPhysicsStateJobQueue.h:49
friend uint32 GetTypeHash(const FJob &InJob)
Definition PhysScene_AsyncPhysicsStateJobQueue.h:44
void OnPreExecute_GameThread() const
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:240
void OnPostExecute_GameThread() const
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:281
bool IsValid() const
Definition PhysScene_AsyncPhysicsStateJobQueue.h:30
EJobType Type
Definition PhysScene_AsyncPhysicsStateJobQueue.h:50
Definition PhysScene_AsyncPhysicsStateJobQueue.h:13
bool IsCompleted() const
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:99
~FPhysScene_AsyncPhysicsStateJobQueue()
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:24
void AddJob(const FJob &Job)
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:35
void RemoveJob(const FJob &Job)
Definition PhysScene_AsyncPhysicsStateJobQueue.cpp:45
EJobType
Definition PhysScene_AsyncPhysicsStateJobQueue.h:18
Definition Optional.h:131