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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Inheritance diagram for FMappedFileRegion:Public Member Functions | |
| FMappedFileRegion (const uint8 *InMappedPtr, const uint8 *InAlignedPtr, size_t InMappedSize, uint64 InAlignedSize, const FString &InDebugFilename, size_t InDebugOffsetIntoFile, class FMappedFileHandle *InParent) | |
| ~FMappedFileRegion () | |
| virtual void | PreloadHint (int64 PreloadOffset=0, int64 BytesToPreload=MAX_int64) override |
Public Member Functions inherited from IMappedFileRegion | |
| IMappedFileRegion (const uint8 *InMappedPtr, size_t InMappedSize, const FString &InDebugFilename, size_t InDebugOffsetRelativeToFile) | |
| virtual | ~IMappedFileRegion () |
| const uint8 * | GetMappedPtr () |
| int64 | GetMappedSize () |
| virtual void | Flush (int64 FlushOffset=0, int64 BytesToFlush=MAX_int64) |
| IMappedFileRegion (const IMappedFileRegion &)=delete | |
| IMappedFileRegion & | operator= (const IMappedFileRegion &)=delete |
Public Attributes | |
| class FMappedFileHandle * | Parent |
| const uint8 * | AlignedPtr |
| uint64 | AlignedSize |
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inline |
| FMappedFileRegion::~FMappedFileRegion | ( | ) |
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inlineoverridevirtual |
Synchronously preload part or all of the mapped region. Typically this is done by reading a byte from each CPU page. This is only a hint, some platforms might ignore it. There are not guarantees how long this data will stay in memory.
| PreloadOffset | Offset into this region to preload |
| BytesToPreload | number of bytes to preload. This is clamped to the size of the mapped region |
Reimplemented from IMappedFileRegion.
| const uint8* FMappedFileRegion::AlignedPtr |
| uint64 FMappedFileRegion::AlignedSize |
| class FMappedFileHandle* FMappedFileRegion::Parent |