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UActorComponent::AllowsAsyncPhysicsStateDestruction

function Engine Since unknown
#include "Components/ActorComponent.h"
Access: public Specifiers: virtual

Description

Override to return true to allow this component's physics state to be torn down on a background physics thread. Counterpart to AllowsAsyncPhysicsStateCreation.

Caveats & Gotchas

  • If you return true, OnAsyncDestroyPhysicsState will be called from a non-game thread; all teardown work inside must not touch game-thread-only objects such as UObjects without going through a task graph dispatch.
  • Async destruction is only initiated from DestroyPhysicsState; the engine does not automatically choose async teardown — it must reach the right code path via the physics scene's job queue.

Signature

virtual bool AllowsAsyncPhysicsStateDestruction() const
{
    return false;
}

Return Type

bool

Example

Symmetric async teardown alongside async creation C++
bool UMyComplexPhysicsComponent::AllowsAsyncPhysicsStateDestruction() const
{
    // Match the creation policy — if we created async, tear down async
    return AllowsAsyncPhysicsStateCreation();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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