UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGameThreadHitchHeartBeatThreaded Class Reference

#include <ThreadHeartBeat.h>

+ Inheritance diagram for FGameThreadHitchHeartBeatThreaded:

Public Types

enum  EConstants { InvalidThreadId = (uint32)-1 }
 

Public Member Functions

CORE_API void InitSettings ()
 
CORE_API void FrameStart (bool bSkipThisFrame=false)
 
CORE_API double GetFrameStartTime ()
 
CORE_API double GetCurrentTime ()
 
CORE_API void SuspendHeartBeat ()
 
CORE_API void ResumeHeartBeat ()
 
CORE_API bool IsStartedSuspended ()
 
void Restart ()
 
void PostFork ()
 
virtual CORE_API bool Init ()
 
virtual CORE_API uint32 Run ()
 
virtual CORE_API void Stop ()
 
- Public Member Functions inherited from FRunnable
virtual void Exit ()
 
virtual class FSingleThreadRunnableGetSingleThreadInterface ()
 
virtual ~FRunnable ()
 

Static Public Member Functions

static CORE_API FGameThreadHitchHeartBeatThreadedGet ()
 
static CORE_API FGameThreadHitchHeartBeatThreadedGetNoInit ()
 

Member Enumeration Documentation

◆ EConstants

Enumerator
InvalidThreadId 

Invalid thread Id used by CheckHeartBeat

Member Function Documentation

◆ FrameStart()

void FGameThreadHitchHeartBeatThreaded::FrameStart ( bool  bSkipThisFrame = false)

Called at the start of a frame to register the time we are looking to detect a hitch

◆ Get()

FGameThreadHitchHeartBeatThreaded & FGameThreadHitchHeartBeatThreaded::Get ( )
static

Gets the heartbeat singleton

◆ GetCurrentTime()

double FGameThreadHitchHeartBeatThreaded::GetCurrentTime ( )

◆ GetFrameStartTime()

double FGameThreadHitchHeartBeatThreaded::GetFrameStartTime ( )

◆ GetNoInit()

FGameThreadHitchHeartBeatThreaded * FGameThreadHitchHeartBeatThreaded::GetNoInit ( )
static

◆ Init()

bool FGameThreadHitchHeartBeatThreaded::Init ( void  )
virtual

Initializes the runnable object.

This method is called in the context of the thread object that aggregates this, not the thread that passes this runnable to a new thread.

Returns
True if initialization was successful, false otherwise
See also
Run, Stop, Exit

Reimplemented from FRunnable.

◆ InitSettings()

void FGameThreadHitchHeartBeatThreaded::InitSettings ( )

Update settings from command line or ini

◆ IsStartedSuspended()

bool FGameThreadHitchHeartBeatThreaded::IsStartedSuspended ( )

Check if started suspended.

◆ PostFork()

void FGameThreadHitchHeartBeatThreaded::PostFork ( )
inline

◆ Restart()

void FGameThreadHitchHeartBeatThreaded::Restart ( )
inline

◆ ResumeHeartBeat()

void FGameThreadHitchHeartBeatThreaded::ResumeHeartBeat ( )

Resume heartbeat hitch detection. Call only after first calling SuspendHeartBeat.

◆ Run()

uint32 FGameThreadHitchHeartBeatThreaded::Run ( )
virtual

Runs the runnable object.

This is where all per object thread work is done. This is only called if the initialization was successful.

Returns
The exit code of the runnable object
See also
Init, Stop, Exit

Implements FRunnable.

◆ Stop()

void FGameThreadHitchHeartBeatThreaded::Stop ( void  )
virtual

Stops the runnable object.

This is called if a thread is requested to terminate early.

See also
Init, Run, Exit

Reimplemented from FRunnable.

◆ SuspendHeartBeat()

void FGameThreadHitchHeartBeatThreaded::SuspendHeartBeat ( )

Suspend heartbeat hitch detection. Must call ResumeHeartBeat later to resume.


The documentation for this class was generated from the following files: