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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <GCScopeLock.h>
Public Member Functions | |
| FGCCSyncObject () | |
| ~FGCCSyncObject () | |
| void | LockAsync () |
| bool | TryLockAsync (bool bShouldLock=!IsInGameThread()) |
| void | UnlockAsync (bool bShouldUnlock=!IsInGameThread()) |
| void | GCLock () |
| bool | IsAsyncLocked () const |
| bool | IsGCLocked () const |
| bool | TryGCLock () |
| void | GCUnlock () |
| void | SetGCIsWaiting () |
| void | ResetGCIsWaiting () |
| FORCEINLINE bool | IsGCWaiting () const |
Static Public Member Functions | |
| static void | Create () |
| static FGCCSyncObject & | Get () |
Garbage Collection synchronization objects Will not lock other threads if GC is not running. Has the ability to only lock for GC if no other locks are present.
| FGCCSyncObject::FGCCSyncObject | ( | ) |
| FGCCSyncObject::~FGCCSyncObject | ( | ) |
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static |
Creates the singleton object
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inline |
Lock for GC. Will block if any other thread has locked.
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inline |
Unlock GC
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static |
Gets the singleton object
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inline |
Checks if any async thread has a lock
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inline |
Checks if GC has a lock
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inline |
True if GC wants to run on the game thread but is maybe blocked by some other thread
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inline |
Lock on non-game thread. Will block if GC is running.
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inline |
Manually reset GC 'waiting to run' state
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inline |
Manually mark GC state as 'waiting to run'
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inline |
Lock for GC. Will not block and return false if any other thread has already locked.
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inline |
Attempt async Lock
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inline |
Release lock from non-game thread