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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <DistanceFieldAtlas.h>
Inheritance diagram for FDistanceFieldAsyncQueue:Public Member Functions | |
| ENGINE_API | FDistanceFieldAsyncQueue () |
| virtual ENGINE_API | ~FDistanceFieldAsyncQueue () |
| ENGINE_API void | AddTask (FAsyncDistanceFieldTask *Task) |
| ENGINE_API void | CancelBuild (UStaticMesh *StaticMesh) |
| ENGINE_API void | CancelBuilds (const TSet< UStaticMesh * > &InStaticMeshes) |
| ENGINE_API void | CancelAllOutstandingBuilds () |
| ENGINE_API void | BlockUntilBuildComplete (UStaticMesh *StaticMesh, bool bWarnIfBlocked) |
| ENGINE_API void | BlockUntilAllBuildsComplete () |
| ENGINE_API void | ProcessAsyncTasks (bool bLimitExecutionTime=false) override |
| ENGINE_API void | Shutdown () override |
| int32 | GetNumOutstandingTasks () const |
Static Public Member Functions | |
| static ENGINE_API FName | GetStaticAssetTypeName () |
Class that manages asynchronous building of mesh distance fields.
| FDistanceFieldAsyncQueue::FDistanceFieldAsyncQueue | ( | ) |
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virtual |
| void FDistanceFieldAsyncQueue::AddTask | ( | FAsyncDistanceFieldTask * | Task | ) |
Adds a new build task. (Thread-Safe)
| void FDistanceFieldAsyncQueue::BlockUntilAllBuildsComplete | ( | ) |
Blocks the main thread until all async builds complete.
| void FDistanceFieldAsyncQueue::BlockUntilBuildComplete | ( | UStaticMesh * | StaticMesh, |
| bool | bWarnIfBlocked | ||
| ) |
Blocks the main thread until the async build of the specified mesh is complete.
| void FDistanceFieldAsyncQueue::CancelAllOutstandingBuilds | ( | ) |
Blocks the main thread until the async build are either canceled or completed.
| void FDistanceFieldAsyncQueue::CancelBuild | ( | UStaticMesh * | StaticMesh | ) |
Cancel the build on this specific static mesh or block until it is completed if already started.
| void FDistanceFieldAsyncQueue::CancelBuilds | ( | const TSet< UStaticMesh * > & | InStaticMeshes | ) |
Cancel the build on these meshes or block until they are completed if already started.
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inline |
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static |
Get the name of the asset type this compiler handles
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overridevirtual |
Called once per frame, fetches completed tasks and applies them to the scene.
Implements IAssetCompilingManager.
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overridevirtual |
Blocks until it is safe to shut down (worker threads are idle).
Implements IAssetCompilingManager.