UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPhysicsThreadSyncCaller Class Reference
+ Inheritance diagram for FPhysicsThreadSyncCaller:

Public Member Functions

 FPhysicsThreadSyncCaller ()
 
 ~FPhysicsThreadSyncCaller ()
 
virtual void Tick (float DeltaTime) override
 
virtual TStatId GetStatId () const override
 
virtual bool IsTickableInEditor () const override
 
- Public Member Functions inherited from FTickableGameObject
 UE_NONCOPYABLE (FTickableGameObject)
 
ENGINE_API FTickableGameObject (ETickableTickType StartingTickType=ETickableTickType::NewObject)
 
virtual ENGINE_API ~FTickableGameObject ()
 
virtual bool IsTickableWhenPaused () const
 
virtual UWorldGetTickableGameObjectWorld () const
 
ENGINE_API void SetTickableTickType (ETickableTickType NewTickType)
 
- Public Member Functions inherited from FTickableObjectBase
virtual ETickableTickType GetTickableTickType () const
 
virtual bool IsTickable () const
 
virtual bool IsAllowedToTick () const
 

Additional Inherited Members

- Static Public Member Functions inherited from FTickableGameObject
static ENGINE_API void TickObjects (UWorld *World, ELevelTick LevelTickType, bool bIsPaused, float DeltaSeconds)
 
- Static Protected Member Functions inherited from FTickableObjectBase
static ENGINE_API void SimpleTickObjects (FTickableStatics &Statics, TFunctionRef< void(FTickableObjectBase *)> TickFunc)
 

Constructor & Destructor Documentation

◆ FPhysicsThreadSyncCaller()

FPhysicsThreadSyncCaller::FPhysicsThreadSyncCaller ( )
inline

◆ ~FPhysicsThreadSyncCaller()

FPhysicsThreadSyncCaller::~FPhysicsThreadSyncCaller ( )
inline

Member Function Documentation

◆ GetStatId()

virtual TStatId FPhysicsThreadSyncCaller::GetStatId ( ) const
inlineoverridevirtual

Return the stat id used to track the performance of this object

Implements FTickableObjectBase.

◆ IsTickableInEditor()

virtual bool FPhysicsThreadSyncCaller::IsTickableInEditor ( ) const
inlineoverridevirtual

Used to determine whether the object should be ticked in the editor when there is no gameplay world. Objects will still be ticked in Play in Editor if they are associated with a PIE world.

Returns
true if this tickable object should always be ticked in the editor, even if there is no gameplay world

Reimplemented from FTickableGameObject.

◆ Tick()

virtual void FPhysicsThreadSyncCaller::Tick ( float  DeltaTime)
inlineoverridevirtual

Pure virtual that must be overloaded by the inheriting class. It will be called at different times in the frame depending on the subclass.

Parameters
DeltaTimeGame time passed since the last call.

Implements FTickableObjectBase.


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