UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRuntimeAssetCacheModule Class Reference
+ Inheritance diagram for FRuntimeAssetCacheModule:

Public Member Functions

virtual FRuntimeAssetCacheInterfaceGetRuntimeAssetCache () override
 
void StartupModule () override
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Static Public Member Functions

static void TickRuntimeAssetCache (UWorld *World, ELevelTick TickType, float DeltaSeconds)
 

Detailed Description

Class implementing RuntimeAssetCache module interface. This is split to solve circular dependency when building UHT.

Member Function Documentation

◆ GetRuntimeAssetCache()

virtual FRuntimeAssetCacheInterface & FRuntimeAssetCacheModule::GetRuntimeAssetCache ( )
inlineoverridevirtual

Gets runtime asset cache.

Returns
Runtime asset cache.

Implements FRuntimeAssetCacheModuleInterface.

◆ StartupModule()

void FRuntimeAssetCacheModule::StartupModule ( )
inlineoverridevirtual

Called right after the module DLL has been loaded and the module object has been created Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. ie:

FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

Reimplemented from IModuleInterface.

◆ TickRuntimeAssetCache()

static void FRuntimeAssetCacheModule::TickRuntimeAssetCache ( UWorld World,
ELevelTick  TickType,
float  DeltaSeconds 
)
inlinestatic

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