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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <World.h>
Public Member Functions | |
| UE_API | FWorldAsyncTraceState () |
| AsyncTraceData & | GetBufferForFrame (int32 Frame) |
| AsyncTraceData & | GetBufferForCurrentFrame () |
| AsyncTraceData & | GetBufferForPreviousFrame () |
Public Attributes | |
| AsyncTraceData | DataBuffer [2] |
| int32 | CurrentFrame |
This encapsulate World's async trace functionality. This contains two buffers of trace data buffer and alternates it for each tick.
You can use async trace using following APIs : AsyncLineTrace, AsyncSweep, AsyncOverlap When you use those APIs, it will be saved to AsyncTraceData FWorldAsyncTraceState contains two buffers to rotate each frame as you might need the result in the next frame However, if you do not get the result by next frame, the result will be discarded. Use Delegate if you would like to get the result right away when available.
| FWorldAsyncTraceState::FWorldAsyncTraceState | ( | ) |
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inline |
Get the Buffer for Current Frame
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inline |
Get the Buffer for input Frame
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inline |
Get the Buffer for Previous Frame
| int32 FWorldAsyncTraceState::CurrentFrame |
Used as counter for Buffer swap for DataBuffer. Right now it's only 2, but it can change.
| AsyncTraceData FWorldAsyncTraceState::DataBuffer[2] |
Async Trace Data Buffer Array. For now we only saves 2 frames.