UActorComponent::OnAsyncCreatePhysicsStateEnd_GameThread
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtualoverride
Description
Called on the game thread after OnAsyncCreatePhysicsState returns true, signalling that async physics construction is complete. Override to perform any game-thread-only finalization after bodies are built.
Caveats & Gotchas
- • This is the only safe place to update UObject state or call game-thread-only engine APIs after async physics creation; do not attempt these in OnAsyncCreatePhysicsState itself.
- • The base class implementation sets the bPhysicsStateCreated flag and fires the bCallAsyncPhysicsStateCreatedDelegate notification; call Super::OnAsyncCreatePhysicsStateEnd_GameThread() first or these flags will not be set correctly.
Signature
ENGINE_API virtual void OnAsyncCreatePhysicsStateEnd_GameThread() override; Return Type
void Example
Post-creation game-thread finalization C++
void UMyBulkPhysicsComponent::OnAsyncCreatePhysicsStateEnd_GameThread()
{
Super::OnAsyncCreatePhysicsStateEnd_GameThread();
// Safe to touch UObjects now
OnPhysicsReady.Broadcast();
SetComponentTickEnabled(true);
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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