UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
StateStreamManager.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "HAL/Platform.h"
6
8
10// StateStreamManager interface. This should be used from Game side
11
13{
14public:
15 // Call from Game when a new tick is opened
16 // Note, no state stream handles can be created,updated,destroyed outside a Begin/End tick
17 virtual void Game_BeginTick() = 0;
18
19 // Close tick and make it available to render side.
20 // AbsoluteTime is the amount of time that Game consumed
21 virtual void Game_EndTick(double AbsoluteTime) = 0;
22
23 // Should be called when game is exiting.
24 virtual void Game_Exit() = 0;
25
26 // Returns true if game is inside an open tick
27 virtual bool Game_IsInTick() = 0;
28
29 // Functions to fetch StateStream interface (not IStateStream) game side.
30 template<typename T>
31 T& Game_Get() { return *static_cast<T*>(Game_GetStreamPointer(T::Id)); }
32 virtual void* Game_GetStreamPointer(uint32 Id) = 0;
33
34 // StateStream debug rendering
36
37protected:
39};
40
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition StateStreamDebugRenderer.h:10
Definition StateStreamManager.h:13
virtual bool Game_IsInTick()=0
virtual void * Game_GetStreamPointer(uint32 Id)=0
virtual void Game_BeginTick()=0
virtual void Game_DebugRender(IStateStreamDebugRenderer &Renderer)=0
virtual void Game_Exit()=0
T & Game_Get()
Definition StateStreamManager.h:31
virtual ~IStateStreamManager()
Definition StateStreamManager.h:38
virtual void Game_EndTick(double AbsoluteTime)=0
Definition Renderer.Build.cs:6