UActorComponent::DestroyPhysicsState
#include "Components/ActorComponent.h"
Access: public
Description
Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState. The public entry point used during unregistration, and when physics needs to be rebuilt.
Caveats & Gotchas
- • Safe to call even when no physics state exists (bPhysicsStateCreated == false); it will early-out without any effect.
- • If async physics state creation is currently in progress, this cancels the in-flight job and cleans up the async scene reference before proceeding with synchronous teardown — do not assume the state is fully destroyed until the next game thread tick.
Signature
ENGINE_API void DestroyPhysicsState(); Return Type
void Example
Rebuild physics state after mesh swap C++
void UMyMeshComponent::SetNewMesh(UStaticMesh* NewMesh)
{
DestroyPhysicsState();
StaticMesh = NewMesh;
MarkRenderStateDirty();
CreatePhysicsState();
} See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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