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UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread

function Engine Since 5.0
#include "Components/ActorComponent.h"
Access: public Specifiers: virtualoverride

Description

Called on the game thread immediately before async physics state destruction begins. Use this to prepare any game-thread state that the async destroy pass will need.

Caveats & Gotchas

  • Always call Super::OnAsyncDestroyPhysicsStateBegin_GameThread() when overriding — the base implementation notifies registered physics state listeners.
  • This is guaranteed to run on the game thread, unlike OnAsyncDestroyPhysicsState itself which runs off-thread.
  • Avoid heavy work here; this runs synchronously before handing off to the async pipeline.

Signature

ENGINE_API virtual void OnAsyncDestroyPhysicsStateBegin_GameThread() override;

Return Type

void

Example

Prepare game-thread data before async physics teardown C++
void UMyPhysicsComponent::OnAsyncDestroyPhysicsStateBegin_GameThread()
{
    Super::OnAsyncDestroyPhysicsStateBegin_GameThread();
    // Cache any data the async pass will need while still on game thread
    CachedBodySetup = BodySetupRef.Get();
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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