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ACharacter::InitializeAsyncOutput

function Engine Since unknown
#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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