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 sharedFNVirtualWorldContextbefore any builder readsNodeCollisionMeshes. - Inactive components are skipped.
FNOrganGraphBuilderTaskis only created for components whoseSourceComponent->bActivatedis 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).
SpawnCellProxiesTaskCompletedis a manually-firedFGraphEventthe spawn task triggers when its time-sliced work finishes; it is what actually gatesFNProcGenFinalizeTask, not the dispatcher task itself.