UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ActorDeferredScriptManager.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
5#include "Containers/Deque.h"
7
9class AActor;
11
12#if WITH_EDITOR
13
14class FActorDeferredScriptManager : IAssetCompilingManager
15{
16public:
17 ENGINE_API static FActorDeferredScriptManager& Get();
18
22 ENGINE_API void Shutdown() override;
23
25 ENGINE_API static FName GetStaticAssetTypeName();
26
30 void FinishAllCompilation() override
31 {
32 ProcessAsyncTasks(false);
33 }
34
38 ENGINE_API void AddActor(AActor* InActor);
39
40private:
41 friend class FAssetCompilingManager;
42
43 FActorDeferredScriptManager();
44
45 FName GetAssetTypeName() const override;
46 FTextFormat GetAssetNameFormat() const override;
48 int32 GetNumRemainingAssets() const override;
49 void ProcessAsyncTasks(bool bLimitExecutionTime = false) override;
50
52
53 void OnAssetPostCompile(const TArray<FAssetCompileData>& CompiledAssets);
54 void OnWorldCleanup(class UWorld* InWorld, bool bInSessionEnded, bool bInCleanupResources);
55
57
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63
66
69
72
75};
76
77#endif
78
79#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
82#endif
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition Actor.h:257
Definition AssetCompilingManager.h:44
Definition AsyncCompilationHelpers.h:14
Definition IDelegateInstance.h:14
Definition NameTypes.h:617
Definition Text.h:278
Definition ArrayView.h:139
Definition Array.h:670
Definition UniquePtr.h:107
Definition World.h:918
FORCEINLINE T * Get(const FObjectPtr &ObjectPtr)
Definition ObjectPtr.h:426
Definition AssetCompilingManager.h:25
Definition IAssetCompilingManager.h:25
virtual TArrayView< FName > GetDependentTypeNames() const =0
virtual int32 GetNumRemainingAssets() const =0
virtual void Shutdown()=0
virtual void ProcessAsyncTasks(bool bLimitExecutionTime=false)=0
virtual FTextFormat GetAssetNameFormat() const =0
virtual void FinishAllCompilation()=0
virtual FName GetAssetTypeName() const =0