ACharacter::InitializeAsyncOutput
#include "GameFramework/Character.h"
Access: public
Specifiers: const
Description
Sets default values on an FCharacterAsyncOutput struct before the async movement simulation runs. Called once per async tick to establish a clean baseline for the simulation to fill.
Caveats & Gotchas
- • Must be called before the async simulation step writes to Output. Skipping it leaves fields in an indeterminate state and can produce spurious movement corrections on the game thread.
- • Like FillAsyncInput, this is engine-internal. Override it only when subclassing the async movement extension points — do not call it from general gameplay code.
Signature
ENGINE_API void InitializeAsyncOutput(FCharacterAsyncOutput& Output) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Output | FCharacterAsyncOutput& | The output struct to initialize with clean default values before the async simulation writes into it. | — |
Return Type
void Example
Initialize a custom output field in a subclassed character C++
void AMyCharacter::InitializeAsyncOutput(FCharacterAsyncOutput& Output) const
{
Super::InitializeAsyncOutput(Output);
if (FMyCharacterAsyncOutput* MyOutput = static_cast<FMyCharacterAsyncOutput*>(&Output))
{
MyOutput->CustomVelocityOverride = FVector::ZeroVector;
}
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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