UActorComponent::GetAsyncPhysicsStateObject
#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); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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