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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065896 by bryan.sefcik #preflight 62d4b1a5a6141b6adfb0c892 #jira #ROBOMERGE-OWNER: Bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) #ROBOMERGE-CONFLICT from-shelf [CL 21181076 by Bryan sefcik in ue5-main branch]
37 lines
898 B
C++
37 lines
898 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "Engine/EngineCustomTimeStep.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/FrameRate.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "FixedFrameRateCustomTimeStep.generated.h"
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class UObject;
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/**
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* Class to control the Engine TimeStep via a FixedFrameRate
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*/
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UCLASS(Abstract)
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class TIMEMANAGEMENT_API UFixedFrameRateCustomTimeStep : public UEngineCustomTimeStep
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{
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GENERATED_UCLASS_BODY()
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public:
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/** Get The fixed FrameRate */
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virtual FFrameRate GetFixedFrameRate() const PURE_VIRTUAL(UFixedFrameRateCustomTimeStep::GetFixedFrameRate, return GetFixedFrameRate_PureVirtual(););
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protected:
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/** Default behavior of the engine. Used FixedFrameRate */
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void WaitForFixedFrameRate() const;
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private:
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FFrameRate GetFixedFrameRate_PureVirtual() const;
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};
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