USkinnedMeshComponent::DispatchParallelTickPose

Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task.

Windows
MacOS
Linux

Override Hierarchy

USkinnedMeshComponent::DispatchParallelTickPose()

USkeletalMeshComponent::DispatchParallelTickPose()

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h

Include

#include "Components/SkinnedMeshComponent.h"

Syntax

virtual void DispatchParallelTickPose
(
    FActorComponentTickFunction * TickFunction
)

Remarks

Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task.

Parameters

Parameter

Description

TickFunction

Allows us to create graph tasks for parallelism

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback