UAutoDestroySubsystem

The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/AutoDestroySubsystem.h

Include

#include "Engine/AutoDestroySubsystem.h"

Syntax

class UAutoDestroySubsystem :
    public UWorldSubsystem ,
    public FTickableGameObject

Remarks

The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. This ensures that even actors who do not have Tick enabled get properly destroyed, as well as decouple this behavior from AActor::Tick

Functions

Name Description

Public function

bool

 

RegisterActor

(
    AActor * ActorToRegister
)

Registers the given actor if it has the bAutoDestroyWhenFinished flag set

Public function

bool

 

UnregisterActor

(
    AActor * ActorToRemove
)

Remove this actor from the array of actors to poll with this subsystem

Overridden from USubsystem

Name Description

Protected function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Overridden from FTickableObjectBase

Name Description

Protected function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Protected function Virtual Const

ETickableTic ...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Protected function Virtual

void

 

Tick

(
    float DeltaTime
)

Update any Actors that have bAutoDestroyWhenFinished set to true.

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