ExecuteWrite

Overload list

Windows
MacOS
Linux
Name Description

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    FPhysicsActorHandle_PhysX& InHandl...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    USkeletalMeshComponent* InMesh...,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsConstraintHandle_Phys...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    FPhysScene_PhysX* InScene,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

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