UGenlockedFixedRateCustomTimeStep

Control the Engine TimeStep via a fixed frame rate.

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Inheritance Hierarchy

References

Module

TimeManagement

Header

/Engine/Source/Runtime/TimeManagement/Public/GenlockedFixedRateCustomTimeStep.h

Include

#include "GenlockedFixedRateCustomTimeStep.h"

Syntax

class UGenlockedFixedRateCustomTimeStep : public UGenlockedCustomTimeStep

Remarks

Control the Engine TimeStep via a fixed frame rate.

Philosophy: Quantized increments but keeping up with platform time.

FApp::GetDeltaTime

  • Forced to a multiple of the desired FrameTime.

FApp::GetCurrentTime

  • Incremented in multiples of the desired FrameTime.

  • Corresponds to platform time minus any fractional FrameTime.

Variables

Name Description

Public variable

FFrameRate

 

FrameRate

Desired frame rate

Constructors

Name Description

Public function

UGenlockedFixedRateCustomTimeStep

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UGenlockedCustomTimeStep

Name Description

Public function Virtual Const

uint32

 

GetLastSyncCountDelta()

Returns how many syncs occurred since the last tick

Public function Virtual Const

bool

 

IsLastSyncDataValid()

Returns true if the Sync related functions will return valid data

Public function Virtual

bool

 

WaitForSync()

Blocks until it gets a sync signal. Returns false if unsuccessful

Overridden from UFixedFrameRateCustomTimeStep

Name Description

Public function Virtual Const

FFrameRate

 

GetFixedFrameRate()

Get The fixed FrameRate

Overridden from UEngineCustomTimeStep

Name Description

Public function Virtual Const

ECustomTimeS...

 

GetSynchronizationState()

The state of the CustomTimeStep.

Public function Virtual

bool

 

Initialize

(
    UEngine* InEngine
)

This CustomTimeStep became the Engine's CustomTimeStep.

Public function Virtual

void

 

Shutdown

(
    UEngine* InEngine
)

This CustomTimeStep stop being the Engine's CustomTimeStep.

Public function Virtual

bool

 

UpdateTimeStep

(
    UEngine* InEngine
)

Update FApp::CurrentTime/FApp::DeltaTime and optionally wait until the end of the frame.