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 |