33 results for "async"
Called by the engine when an async package load completes.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Override to implement custom logic executed every physics sub-step on the physics thread.
Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.
Override to return true to allow this component's physics state to be torn down on a background physics thread.
Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.
Cancels all currently queued asynchronous package loading requests.
Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.
Returns the UObject (typically this component itself) that the async physics state job queue uses to identify and schedule work.
Sets default values on an FCharacterAsyncOutput struct before the async movement simulation runs.
Returns true if the component is currently in the process of asynchronously creating its physics state on a background scene.
Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.
Returns true when the async physics state creation job has completed and the physics state is fully live.
Initiates an asynchronous load of the referenced asset and returns a request ID.
Kicks off an asynchronous load of the class asset and returns a request ID.
Starts an asynchronous load of the referenced asset and returns a request ID.
Called on a background physics thread to perform the actual async physics state creation work.
Called on the game thread after OnAsyncCreatePhysicsState returns true, signalling that async physics construction is complete.
Called asynchronously to destroy the physics state for this component.
Called on the game thread immediately before async physics state destruction begins.
Called on the game thread after async physics state destruction completes.
Async version of `PreLogin` that allows off-thread backend calls (e.
Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.
Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.
Spawns a game-thread task that calls SetComponentTickEnabled, allowing tick state changes to be queued from non-game threads without requiring a mutex.
Manages asynchronous and synchronous loading of soft-referenced UObject assets.
Returns true if the component has begun its destruction sequence but has not yet been fully destroyed.
Asynchronously streams a sub-level into the world by name.
Called by the engine when an end-of-frame render update occurs while a tick is still in progress.
Override to perform work — including awaiting async tasks — immediately before the engine sends end-of-frame update data.
Returns whether this component needs the engine to sync all outstanding async tasks before end-of-frame updates execute.
The engine singleton that manages primary asset discovery, async loading, bundle state, and chunked DLC.
A data asset subclass that implements GetPrimaryAssetId, allowing it to be registered with UAssetManager for on-demand async loading, bundle management, and chunked DLC.