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Process Flow

Task Graph​

FNProcGenTaskGraph builds — but does not dispatch — the following dependency chain. UnlockTasks() then releases every node in construction order.

Notes​

  • Per-pass chaining. Each pass's organ builders chain on the previous pass's FNProcessPassTask (not its organ builders) so that pass's collision data is fully propagated into the shared FNVirtualWorldContext before any builder reads NodeCollisionMeshes.
  • Inactive components are skipped. FNOrganGraphBuilderTask is only created for components whose SourceComponent->bActivated is true. A pass with zero activated components still increments the pass counter but adds no tasks.
  • Thread targets.
    • Game Thread: world capture, proxy spawning, finalize.
    • Any Normal Thread: world processing, organ graph building, spawn-context creation.
    • Any Background Thread: per-pass collection (FNProcessPassTask).
  • SpawnCellProxiesTaskCompleted is a manually-fired FGraphEvent the spawn task triggers when its time-sliced work finishes; it is what actually gates FNProcGenFinalizeTask, not the dispatcher task itself.