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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SceneVisibilityPrivate.h>
Public Types | |
| using | CommandFunctionType = TFunction< void(CommandType &&)> |
| using | EmptyFunctionType = TFunction< void()> |
Public Member Functions | |
| TCommandPipe (const TCHAR *InName) | |
| ~TCommandPipe () | |
| void | SetCommandFunction (CommandFunctionType &&InCommandFunction) |
| void | SetEmptyFunction (TFunction< void()> &&InEmptyFunction) |
| void | SetPrerequisiteTask (const UE::Tasks::FTask &InPrerequisiteTask) |
| void | AddNumCommands (int32 InNumCommands) |
| void | ReleaseNumCommands (int32 InNumCommands) |
| template<typename... ArgTypes> | |
| void | EnqueueCommand (ArgTypes &&... Args) |
| bool | IsEmpty () const |
| void | Wait () |
An async MPSC queue that can schedule serialized tasks onto the render thread or a task thread. When a new command is enqueued into an empty queue, a task is launched to process all pending elements in the queue as soon as possible. Each command must be reserved with AddNumCommands, which acts as a reference count on the number of pending commands in the pipe. This is necessary to determine when the pipe is 'done' and can signal a completion event or callback.
| using TCommandPipe< CommandType >::CommandFunctionType = TFunction<void(CommandType&&)> |
| using TCommandPipe< CommandType >::EmptyFunctionType = TFunction<void()> |
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