Runtime/Components/Public/TemporalFlagBits.h file

Enums

enum class TemporalFlagBits: int32_t { Active = static_cast<int32_t>(1u << 31), Dirty = static_cast<int32_t>(1u << 30), DirtiedFrame = static_cast<int32_t>(1u << 29), Replicated = static_cast<int32_t>(1u << 28), Alive = static_cast<int32_t>(1u << 27), Tombstone = static_cast<int32_t>(1u << 16), NetConfirmedDead = static_cast<int32_t>(1u << 25), depthMask = 0xF << 21, PrePhysSkip = static_cast<int32_t>(1u << 20), PostPhysSkip = static_cast<int32_t>(1u << 19), ScalarSkip = static_cast<int32_t>(1u << 18), ASleep = static_cast<int32_t>(1u << 17) }
Per-entity status flags stored in the SoA slab alongside field data.

Functions

auto operator|(TemporalFlagBits lhs, TemporalFlagBits rhs) -> FORCE_INLINE TemporalFlagBits

Enum documentation

enum class TemporalFlagBits: int32_t

Per-entity status flags stored in the SoA slab alongside field data.

Each entity owns one int32_t slot in the flags array. Bits are read by the GPU predicate pass (Active), the rollback system (DirtiedFrame), and the replication system (Replicated, Tombstone, NetConfirmedDead). The low 16 bits are reserved for game-layer use.

Enumerators
Active

Entity ticks, renders, and participates in simulation. Cleared on deactivate or destroy.

Dirty

Entity data changed — accumulates until render clears.

DirtiedFrame

Entity dirtied THIS frame — cleared at frame start, used for per-frame logic reset.

Replicated

This entity replicates.

Alive

Entity data is valid and slot cannot be reclaimed. Cleared only on deferred destroy.

Tombstone

Entity is tombstoned (deferred destruction)

NetConfirmedDead

Server confirmed death, waiting for client ack before freeing net handle.

depthMask

4 bits for attachment depth (bits 24..21)

PrePhysSkip

if 1 Disable PrePhysics sweep

PostPhysSkip

if 1 Disable PostPhysics sweep

ScalarSkip

if 1 Disable ScalarUpdate sweep

ASleep

if 1 Disable in Jolt