ACharacter::FillAsyncInput
#include "GameFramework/Character.h"
Access: public
Specifiers: const
Description
Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation. Part of the async physics pipeline introduced in UE5.
Caveats & Gotchas
- • This is an engine-internal function for the async movement pipeline. Call it only when extending ACharacter with custom async simulation; using it outside that context can corrupt the movement simulation state.
- • FCharacterAsyncInput is opaque and its fields are not part of the stable public API — they may change between engine versions without deprecation notices.
Signature
ENGINE_API void FillAsyncInput(FCharacterAsyncInput& Input) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Input | FCharacterAsyncInput& | Output struct that receives the character's current game-thread state for the async simulation tick. | — |
Return Type
void Example
Extend async input in a custom character subclass C++
void AMyCharacter::FillAsyncInput(FCharacterAsyncInput& Input) const
{
Super::FillAsyncInput(Input);
// Extend only if you've subclassed FCharacterAsyncInput
if (FMyCharacterAsyncInput* MyInput = static_cast<FMyCharacterAsyncInput*>(&Input))
{
MyInput->bCustomFlag = bMyCustomState;
}
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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