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

#include <AsyncPhysicsStateProcessorInterface.h>

+ Inheritance diagram for IAsyncPhysicsStateProcessor:

Public Member Functions

virtual bool AllowsAsyncPhysicsStateCreation () const
 
virtual bool AllowsAsyncPhysicsStateDestruction () const
 
virtual bool IsAsyncPhysicsStateCreated () const
 
virtual UObjectGetAsyncPhysicsStateObject () 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 ()
 

Member Function Documentation

◆ AllowsAsyncPhysicsStateCreation()

virtual bool IAsyncPhysicsStateProcessor::AllowsAsyncPhysicsStateCreation ( ) const
inlinevirtual

Returns whether this component allows having its physics state being created asynchronously (outside of the GameThread).

Reimplemented in UActorComponent.

◆ AllowsAsyncPhysicsStateDestruction()

virtual bool IAsyncPhysicsStateProcessor::AllowsAsyncPhysicsStateDestruction ( ) const
inlinevirtual

Returns whether this component allows having its physics state being destroyed asynchronously (outside of the GameThread).

Reimplemented in UActorComponent.

◆ CollectBodySetupsWithPhysicsMeshesToCreate()

virtual void IAsyncPhysicsStateProcessor::CollectBodySetupsWithPhysicsMeshesToCreate ( TSet< UBodySetup * > &  OutBodySetups) const
inlinevirtual

Returns body setups that needs to create their physics meshes before physics state asynchronous creation

◆ GetAsyncPhysicsStateObject()

virtual UObject * IAsyncPhysicsStateProcessor::GetAsyncPhysicsStateObject ( ) const
inlinevirtual

Returns the associated UObject for this processor.

Reimplemented in UActorComponent.

◆ IsAsyncPhysicsStateCreated()

virtual bool IAsyncPhysicsStateProcessor::IsAsyncPhysicsStateCreated ( ) const
inlinevirtual

Returns whether the physics state is created.

Reimplemented in UActorComponent.

◆ OnAsyncCreatePhysicsState()

virtual bool IAsyncPhysicsStateProcessor::OnAsyncCreatePhysicsState ( const UE::FTimeout TimeOut)
inlinevirtual

Used to create any physics engine information for this component outside of the GameThread.

Reimplemented in UActorComponent.

◆ OnAsyncCreatePhysicsStateBegin_GameThread()

virtual void IAsyncPhysicsStateProcessor::OnAsyncCreatePhysicsStateBegin_GameThread ( )
inlinevirtual

Called on the GameThread before the component's physic engine information is created.

◆ OnAsyncCreatePhysicsStateEnd_GameThread()

virtual void IAsyncPhysicsStateProcessor::OnAsyncCreatePhysicsStateEnd_GameThread ( )
inlinevirtual

Called on the GameThread once the component's physic engine information is created.

Reimplemented in UActorComponent.

◆ OnAsyncDestroyPhysicsState()

virtual bool IAsyncPhysicsStateProcessor::OnAsyncDestroyPhysicsState ( const UE::FTimeout TimeOut)
inlinevirtual

Used to destroy any physics engine information for this component outside of the GameThread.

Reimplemented in UActorComponent.

◆ OnAsyncDestroyPhysicsStateBegin_GameThread()

virtual void IAsyncPhysicsStateProcessor::OnAsyncDestroyPhysicsStateBegin_GameThread ( )
inlinevirtual

Called on the GameThread before the component's physic engine information is destroyed.

Reimplemented in UActorComponent.

◆ OnAsyncDestroyPhysicsStateEnd_GameThread()

virtual void IAsyncPhysicsStateProcessor::OnAsyncDestroyPhysicsStateEnd_GameThread ( )
inlinevirtual

Called on the GameThread once the component's physic engine information is destroyed.

Reimplemented in UActorComponent.


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