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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MoviePlayerThreading.h>
This class will handle all the nasty bits about running Slate on a separate thread and then trying to sync it up with the game thread and the render thread simultaneously
| FSlateLoadingSynchronizationMechanism::FSlateLoadingSynchronizationMechanism | ( | TSharedPtr< FMoviePlayerWidgetRenderer, ESPMode::ThreadSafe > | InWidgetRenderer, |
| const TSharedPtr< IMovieStreamer, ESPMode::ThreadSafe > & | InMovieStreamer | ||
| ) |
| FSlateLoadingSynchronizationMechanism::~FSlateLoadingSynchronizationMechanism | ( | ) |
| void FSlateLoadingSynchronizationMechanism::DestroySlateThread | ( | ) |
Cleans up the slate thread
| void FSlateLoadingSynchronizationMechanism::Initialize | ( | ) |
Sets up the locks in their proper initial state for running
| bool FSlateLoadingSynchronizationMechanism::IsSlateDrawPassEnqueued | ( | ) |
Handles the strict alternation of the slate drawing passes
| bool FSlateLoadingSynchronizationMechanism::IsSlateMainLoopRunning | ( | ) |
Handles the counter to determine if the slate thread should keep running
| void FSlateLoadingSynchronizationMechanism::ResetSlateDrawPassEnqueued | ( | ) |
| void FSlateLoadingSynchronizationMechanism::ResetSlateMainLoopRunning | ( | ) |
| void FSlateLoadingSynchronizationMechanism::SetSlateDrawPassEnqueued | ( | ) |
| void FSlateLoadingSynchronizationMechanism::SetSlateMainLoopRunning | ( | ) |
| void FSlateLoadingSynchronizationMechanism::SlateThreadInitFailed | ( | ) |
The main loop could not be initialized
| void FSlateLoadingSynchronizationMechanism::SlateThreadRunMainLoop | ( | ) |
The main loop to be run from the Slate thread