UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Tick Namespace Reference

Classes

struct  FActiveSyncPoint
 
struct  FActiveSyncWorkHandle
 
struct  FBatchContextId
 
struct  FSyncPointDescription
 
struct  FSyncPointId
 
class  FTaskSyncManager
 
struct  FTaskSyncResult
 
struct  FWorkQueueTickFunction
 
struct  FWorldContextId
 
class  UTaskSyncManagerSettings
 

Typedefs

typedef TUniqueFunction< void()> FWorkFunction
 

Enumerations

enum class  ESyncPointEventType : uint8 {
  Invalid , SimpleEvent , GameThreadTask , GameThreadTask_HighPriority ,
  WorkerThreadTask , WorkerThreadTask_HighPriority
}
 
enum class  ESyncPointActivationRules : uint8 {
  Invalid , AlwaysActivate , WaitForTrigger , WaitForAllWork ,
  ActivateForAnyWork
}
 
enum class  ESyncOperationResult : uint8 {
  Invalid , Success , SyncPointInvalid , SyncPointNotRegistered ,
  SyncPointNotFound , SyncPointDisabled , SyncPointStatusIncorrect , EventTypeIncorrect ,
  ActivationRulesIncorrect , BatchNotFound , WorldNotFound , ThreadIncorrect
}
 
enum class  ESyncPointStatus : uint8 {
  Unknown , TaskNotRegistered , TaskNotCreated , TaskCreated ,
  DispatchWaitingForTrigger , DispatchWaitingForWork , Dispatched , Executing ,
  WaitingForMoreWork , WaitingForManualTask , ExecutionComplete
}
 
enum class  ESyncWorkRepetition : uint8 { Never , Once , EveryFrame }
 

Typedef Documentation

◆ FWorkFunction

Enumeration Type Documentation

◆ ESyncOperationResult

Enum describing the success/failure of a task sync operation

Enumerator
Invalid 

Unknown or invalid status

Success 

The requested operation was successful

SyncPointInvalid 

The FSyncPointId is completely invalid

SyncPointNotRegistered 

Sync point is not registered

SyncPointNotFound 

Sync point does not exist for the specific batch

SyncPointDisabled 

Sync point was specifically disabled

SyncPointStatusIncorrect 

Sync Point status is incorrect for the requested operation, check the status

EventTypeIncorrect 

The sync point's event type does not support this operation, such as trying to add a tick function to a simple event

ActivationRulesIncorrect 

This is not supported for the sync point's activation rules

BatchNotFound 

BatchContextId was not found

WorldNotFound 

WorldContextId was not found

ThreadIncorrect 

Operation called on incorrect thread or it cannot determine thread context

◆ ESyncPointActivationRules

Rules for when a sync point's task will be activated/dispatched during a frame. Execution will also need to wait on any task dependencies

Enumerator
Invalid 
AlwaysActivate 

Always activate, dispatch during FirstPossibleTickGroup

WaitForTrigger 

Triggered once manually with TriggerSyncPoint, or as a backup from LastPossibleTickGroup

WaitForAllWork 

Trigger once when there is any requested work and no reserved work

ActivateForAnyWork 

Can activate multiple times per frame, whenever there is any requested work to perform

◆ ESyncPointEventType

The type of event to execute at the sync point

Enumerator
Invalid 
SimpleEvent 

A simple event that cannot activate any code directly

GameThreadTask 

A task that executes code on the game thread, can be used for batching

GameThreadTask_HighPriority 

High priority game thread task, will run before normal ticks

WorkerThreadTask 

A task that executes code on a worker thread, can be used for batching

WorkerThreadTask_HighPriority 

A task that executes code on a worker thread, can be used for batching

◆ ESyncPointStatus

Enum describing the current status of a specific sync point in the current frame

Enumerator
Unknown 

Status of sync point is not known, probably because it could not be found

TaskNotRegistered 

Sync point tick function has not yet been registered with tick system

TaskNotCreated 

Sync point tick is registered but no task has been made yet, this is the state between tick frames

TaskCreated 

Task has been created but not yet dispatched. It may be before the first tick group

DispatchWaitingForTrigger 

Has not been dispatched, waiting for a trigger

DispatchWaitingForWork 

Has not been dispatched, waiting for work requests

Dispatched 

Has been dispatched, but has not started execution. This could be waiting on a prerequisite task

Executing 

Was dispatched and has started execution

WaitingForMoreWork 

A follow up task has been dispatched to waiting for more work before executing again

WaitingForManualTask 

Not executing, but can start a manual task if needed

ExecutionComplete 

Completely done executing for the frame

◆ ESyncWorkRepetition

Used to specify how many times work should be executed as part of a sync point

Enumerator
Never 

Do not perform this work, used to cancel previous requests

Once 

Work will be reserved or requested once per call to this function, and will reset for the next frame

EveryFrame 

Work will be reserved or requested once every frame until it is abandoned, including the current frame if possible