UActorComponent::CreatePhysicsState
#include "Components/ActorComponent.h"
Access: public
Description
Triggers creation of any physics engine information for this component by calling OnCreatePhysicsState. The public entry point used by the engine during registration and re-registration.
Caveats & Gotchas
- • Only calls through to OnCreatePhysicsState if ShouldCreatePhysicsState() returns true; most base UActorComponent subclasses return false, so you must override ShouldCreatePhysicsState() in your physics-enabled component.
- • Passing bAllowDeferral = true defers creation to a background physics thread when AllowsAsyncPhysicsStateCreation() also returns true; if the physics state was previously deferred but never created, the next call to CreatePhysicsState triggers the deferred GameThread notification.
Signature
ENGINE_API void CreatePhysicsState(bool bAllowDeferral = false); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bAllowDeferral | bool | When true, allows the engine to defer physics state creation to an asynchronous job if the component supports it via AllowsAsyncPhysicsStateCreation(). | false |
Return Type
void Example
Forcing physics state creation after a property change C++
void UMyPrimitiveExtension::PostEditChangeProperty(FPropertyChangedEvent& Event)
{
Super::PostEditChangeProperty(Event);
if (bPhysicsStateCreated)
{
DestroyPhysicsState();
}
CreatePhysicsState();
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?