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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AsyncPhysicsStateProcessorInterface.h>
Inheritance diagram for IAsyncPhysicsStateProcessor:Public Member Functions | |
| virtual bool | AllowsAsyncPhysicsStateCreation () const |
| virtual bool | AllowsAsyncPhysicsStateDestruction () const |
| virtual bool | IsAsyncPhysicsStateCreated () const |
| virtual UObject * | GetAsyncPhysicsStateObject () const |
| virtual void | CollectBodySetupsWithPhysicsMeshesToCreate (TSet< UBodySetup * > &OutBodySetups) const |
| virtual void | OnAsyncCreatePhysicsStateBegin_GameThread () |
| virtual bool | OnAsyncCreatePhysicsState (const UE::FTimeout &TimeOut) |
| virtual void | OnAsyncCreatePhysicsStateEnd_GameThread () |
| virtual void | OnAsyncDestroyPhysicsStateBegin_GameThread () |
| virtual bool | OnAsyncDestroyPhysicsState (const UE::FTimeout &TimeOut) |
| virtual void | OnAsyncDestroyPhysicsStateEnd_GameThread () |
Returns whether this component allows having its physics state being created asynchronously (outside of the GameThread).
Reimplemented in UActorComponent.
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inlinevirtual |
Returns whether this component allows having its physics state being destroyed asynchronously (outside of the GameThread).
Reimplemented in UActorComponent.
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inlinevirtual |
Returns body setups that needs to create their physics meshes before physics state asynchronous creation
Returns the associated UObject for this processor.
Reimplemented in UActorComponent.
Returns whether the physics state is created.
Reimplemented in UActorComponent.
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inlinevirtual |
Used to create any physics engine information for this component outside of the GameThread.
Reimplemented in UActorComponent.
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inlinevirtual |
Called on the GameThread before the component's physic engine information is created.
Called on the GameThread once the component's physic engine information is created.
Reimplemented in UActorComponent.
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inlinevirtual |
Used to destroy any physics engine information for this component outside of the GameThread.
Reimplemented in UActorComponent.
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inlinevirtual |
Called on the GameThread before the component's physic engine information is destroyed.
Reimplemented in UActorComponent.
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inlinevirtual |
Called on the GameThread once the component's physic engine information is destroyed.
Reimplemented in UActorComponent.