RealDocs

ACharacter::FillAsyncInput

function Engine Since unknown
#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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