UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAsyncEncode< TPendingTextureType > Class Template Reference

#include <SceneManagement.h>

+ Inheritance diagram for FAsyncEncode< TPendingTextureType >:

Public Member Functions

 FAsyncEncode (TPendingTextureType *InPendingTexture, const FStaticLightingBuildContext *InLightingContext, FThreadSafeCounter &InCounter, ITextureCompressorModule *InCompressor)
 
void Abandon ()
 
void DoThreadedWork ()
 
- Public Member Functions inherited from IQueuedWork
virtual EQueuedWorkFlags GetQueuedWorkFlags () const
 
virtual int64 GetRequiredMemory () const
 
virtual const TCHARGetDebugName () const
 
virtual ~IQueuedWork ()
 

Additional Inherited Members

- Public Types inherited from IQueuedWork
using IInternalDataType = TRefCountPtr< IQueuedWorkInternalData >
 
- Public Attributes inherited from IQueuedWork
IInternalDataType InternalData
 

Constructor & Destructor Documentation

◆ FAsyncEncode()

FAsyncEncode< TPendingTextureType >::FAsyncEncode ( TPendingTextureType InPendingTexture,
const FStaticLightingBuildContext InLightingContext,
FThreadSafeCounter InCounter,
ITextureCompressorModule InCompressor 
)
inline

Member Function Documentation

◆ Abandon()

void FAsyncEncode< TPendingTextureType >::Abandon ( )
inlinevirtual

Tells the queued work that it is being abandoned so that it can do per object clean up as needed. This will only be called if it is being abandoned before completion. NOTE: This requires the object to delete itself using whatever heap it was allocated in.

Implements IQueuedWork.

◆ DoThreadedWork()

void FAsyncEncode< TPendingTextureType >::DoThreadedWork ( )
inlinevirtual

This is where the real thread work is done. All work that is done for this queued object should be done from within the call to this function.

Implements IQueuedWork.


The documentation for this class was generated from the following file: