RealDocs

UActorComponent::GetAsyncPhysicsStateObject

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

Description

Returns the UObject (typically this component itself) that the async physics state job queue uses to identify and schedule work. Overrides IAsyncPhysicsStateProcessor and is marked final.

Caveats & Gotchas

  • Always returns this component as the UObject identity; the result is used by the physics job queue for deduplication and ordering. Do not assume the returned pointer is safe to dereference outside the game thread without a TWeakObjectPtr guard.
  • Marked final — the identity cannot be redirected to another UObject in subclasses. If your component wraps another UObject for physics purposes, the job queue still tracks it by component identity.

Signature

ENGINE_API virtual UObject* GetAsyncPhysicsStateObject() const override final;

Return Type

UObject*

Example

Using the identity to cancel a pending async physics job C++
// Engine internal pattern — shown for reference:
// The job queue cancels pending work using the object identity returned here.
UObject* Identity = PhysicsComponent->GetAsyncPhysicsStateObject();
AsyncJobQueue.CancelJobsForObject(Identity);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.