// Copyright 2020 Phyronnaz #pragma once #include "CoreMinimal.h" #include "VoxelMinimal.h" #include "Containers/Queue.h" class UVoxelProceduralMeshComponent; // We don't want to have every component ticking // Will be deleted on the game thread when pinned class IVoxelProceduralMeshComponent_PhysicsCallbackHandler : public TVoxelSharedFromThis { public: void TickHandler(); private: struct FCallback { uint64 CookerId; TWeakObjectPtr Component; }; TQueue Queue; public: void CookerCallback(uint64 CookerId, TWeakObjectPtr Component); };