RealDocs

33 results for "async"

function
AGameStateBase::AsyncPackageLoaded Engine

Called by the engine when an async package load completes.

function
AActor::AsyncPhysicsTickActor Engine

C++ virtual called each physics sub-step when async physics ticking is enabled.

function
UActorComponent::AsyncPhysicsTickComponent Engine

Override to implement custom logic executed every physics sub-step on the physics thread.

function
UActorComponent::AllowsAsyncPhysicsStateCreation Engine

Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.

function
UActorComponent::AllowsAsyncPhysicsStateDestruction Engine

Override to return true to allow this component's physics state to be torn down on a background physics thread.

function
ACharacter::ApplyAsyncOutput Engine

Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.

function
UGameplayStatics::CancelAsyncLoading Engine

Cancels all currently queued asynchronous package loading requests.

function
ACharacter::FillAsyncInput Engine

Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.

function
UActorComponent::GetAsyncPhysicsStateObject Engine

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

function
ACharacter::InitializeAsyncOutput Engine

Sets default values on an FCharacterAsyncOutput struct before the async movement simulation runs.

function
UActorComponent::IsAsyncCreatePhysicsStateRunning Engine

Returns true if the component is currently in the process of asynchronously creating its physics state on a background scene.

function
UActorComponent::IsAsyncDestroyPhysicsStateRunning Engine

Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.

function
UActorComponent::IsAsyncPhysicsStateCreated Engine

Returns true when the async physics state creation job has completed and the physics state is fully live.

function
FSoftObjectPath::LoadAsync CoreUObject

Initiates an asynchronous load of the referenced asset and returns a request ID.

function
TSoftClassPtr::LoadAsync CoreUObject

Kicks off an asynchronous load of the class asset and returns a request ID.

function
TSoftObjectPtr::LoadAsync CoreUObject

Starts an asynchronous load of the referenced asset and returns a request ID.

function
UActorComponent::OnAsyncCreatePhysicsState Engine

Called on a background physics thread to perform the actual async physics state creation work.

function
UActorComponent::OnAsyncCreatePhysicsStateEnd_GameThread Engine

Called on the game thread after OnAsyncCreatePhysicsState returns true, signalling that async physics construction is complete.

function
UActorComponent::OnAsyncDestroyPhysicsState Engine

Called asynchronously to destroy the physics state for this component.

function
UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread Engine

Called on the game thread immediately before async physics state destruction begins.

function
UActorComponent::OnAsyncDestroyPhysicsStateEnd_GameThread Engine

Called on the game thread after async physics state destruction completes.

function
AGameModeBase::PreLoginAsync Engine

Async version of `PreLogin` that allows off-thread backend calls (e.

function
AActor::ReceiveAsyncPhysicsTick Engine

Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.

function
UActorComponent::ReceiveAsyncPhysicsTick Engine

Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.

function
UActorComponent::SetComponentTickEnabledAsync Engine

Spawns a game-thread task that calls SetComponentTickEnabled, allowing tick state changes to be queued from non-game threads without requiring a mutex.

struct
FStreamableManager Engine

Manages asynchronous and synchronous loading of soft-referenced UObject assets.

function
UActorComponent::IsBeingDestroyed Engine

Returns true if the component has begun its destruction sequence but has not yet been fully destroyed.

function
UGameplayStatics::LoadStreamLevel Engine

Asynchronously streams a sub-level into the world by name.

function
UActorComponent::OnEndOfFrameUpdateDuringTick Engine

Called by the engine when an end-of-frame render update occurs while a tick is still in progress.

function
UActorComponent::OnPreEndOfFrameSync Engine

Override to perform work — including awaiting async tasks — immediately before the engine sends end-of-frame update data.

function
UActorComponent::RequiresPreEndOfFrameSync Engine

Returns whether this component needs the engine to sync all outstanding async tasks before end-of-frame updates execute.

class
UAssetManager Engine

The engine singleton that manages primary asset discovery, async loading, bundle state, and chunked DLC.

class
UPrimaryDataAsset Engine

A data asset subclass that implements GetPrimaryAssetId, allowing it to be registered with UAssetManager for on-demand async loading, bundle management, and chunked DLC.