UActorComponent::IsAsyncDestroyPhysicsStateRunning
#include "Components/ActorComponent.h"
Access: public
Specifiers: const
Description
Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.
Caveats & Gotchas
- • Attempting to recreate physics state while async destruction is in flight will result in a no-op or assert — wait until this returns false.
- • Like IsAsyncCreatePhysicsStateRunning, this only applies to components participating in async physics scenes. Standard synchronous physics components always return false.
Signature
bool IsAsyncDestroyPhysicsStateRunning() const Return Type
bool Example
Defer component re-activation until async destroy finishes C++
void UMyComponent::OnReactivate()
{
if (IsAsyncDestroyPhysicsStateRunning())
{
// Schedule retry on next tick
GetWorld()->GetTimerManager().SetTimerForNextTick(this, &UMyComponent::OnReactivate);
return;
}
CreatePhysicsState();
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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