UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FStaticMeshStreamIn_IO Member List

This is the complete list of members for FStaticMeshStreamIn_IO, including all inherited members.

Abort() overrideFStaticMeshStreamIn_IOvirtual
AddRef() const final overrideFRenderAssetUpdateinlinevirtual
bDeferExecutionFRenderAssetUpdateprotected
bFailedOnIOErrorFStaticMeshStreamIn_IOprotected
bHighPrioIORequestFStaticMeshStreamIn_IOprotected
bIsCancelledFRenderAssetUpdateprotected
bSuccessFRenderAssetUpdateprotected
BulkDataFStaticMeshStreamIn_IOprotected
BulkDataRequestFStaticMeshStreamIn_IOprotected
CanAbandon() constFRenderAssetUpdateinlinevirtual
Cancel(const FContext &Context)FStaticMeshStreamIn_IOprotected
CancelationCallbackTRenderAssetUpdate< FStaticMeshUpdateContext >protected
CancelationThreadTRenderAssetUpdate< FStaticMeshUpdateContext >protected
CancelIORequest()FStaticMeshStreamIn_IOprotected
ClearCallbacks()TRenderAssetUpdate< FStaticMeshUpdateContext >inlineprotected
ClearIORequest(const FContext &Context)FStaticMeshStreamIn_IOprotected
CreateBuffers(const FContext &Context)FStaticMeshStreamInprotected
CreateResourcesThreadFStaticMeshStreamInprotected
CSFRenderAssetUpdateprotected
CurrentFirstLODIdxFRenderAssetUpdateprotected
DiscardNewLODs(const FContext &Context)FStaticMeshStreamInprotected
DoCancel(const FContext &Context)FStaticMeshStreamInprotected
DoCancelIO(const FContext &Context)FStaticMeshStreamIn_IOprotected
DoCreateBuffers(const FContext &Context)FStaticMeshStreamIn_IOprotected
DoFinishUpdate(const FContext &Context)FStaticMeshStreamInprotected
DoInitiateIO(const FContext &Context)FStaticMeshStreamIn_IOprotected
DoLock()FRenderAssetUpdate
DoSerializeLODData(const FContext &Context)FStaticMeshStreamIn_IOprotected
DoUnlock(ETaskState PreviousTaskState)FRenderAssetUpdate
ETaskState enum nameFRenderAssetUpdate
EThreadType enum nameFRenderAssetUpdate
FAsyncCancelIORequestsTask typedefFStaticMeshStreamIn_IOprotected
FAsyncMipUpdateTask typedefFRenderAssetUpdateprotected
FCallback typedefTRenderAssetUpdate< FStaticMeshUpdateContext >
FCancelIORequestsTaskFStaticMeshStreamIn_IOfriend
FContext typedefTRenderAssetUpdate< FStaticMeshUpdateContext >
FRenderAssetUpdate(const UStreamableRenderAsset *InAsset)FRenderAssetUpdate
FStaticMeshStreamIn(const UStaticMesh *InMesh, EThreadType CreateResourcesThread)FStaticMeshStreamIn
FStaticMeshStreamIn_IO(const UStaticMesh *InMesh, bool bHighPrio, EThreadType CreateResourcesThread)FStaticMeshStreamIn_IO
FStaticMeshUpdate(const UStaticMesh *InMesh)FStaticMeshUpdate
GetRefCount() const final overrideFRenderAssetUpdateinlinevirtual
GetRelevantThread() const final overrideTRenderAssetUpdate< FStaticMeshUpdateContext >inlinevirtual
IntermediateBuffersArrayFStaticMeshStreamInprotected
IsCancelled() constFRenderAssetUpdateinline
IsCompleted() constFRenderAssetUpdateinline
IsLocked() constFRenderAssetUpdateinline
IsSuccessfullyFinished() constFRenderAssetUpdateinline
MarkAsCancelled()FRenderAssetUpdateinlineprotected
MarkAsSuccessfullyFinished()FRenderAssetUpdateinlineprotected
OnAbandoned()FRenderAssetUpdateinlinevirtual
PendingFirstLODIdxFRenderAssetUpdateprotected
PushTask(const FContext &Context, EThreadType InTaskThread, const FCallback &InTaskCallback, EThreadType InCancelationThread, const FCallback &InCancelationCallback)TRenderAssetUpdate< FStaticMeshUpdateContext >
Release() const final overrideFRenderAssetUpdatevirtual
ReportIOError(const FContext &Context)FStaticMeshStreamIn_IOprotected
ResourceStateFRenderAssetUpdateprotected
ScheduleAsyncTask()FRenderAssetUpdateprotected
ScheduledAsyncTasksFRenderAssetUpdateprotected
ScheduledGTTasksFRenderAssetUpdateprotected
ScheduledRenderTasksFRenderAssetUpdateprotected
ScheduleGTTask()FRenderAssetUpdateprotected
ScheduleRenderTask()FRenderAssetUpdateprotected
SerializeLODData(const FContext &Context)FStaticMeshStreamIn_IOprotected
SetIORequest(const FContext &Context)FStaticMeshStreamIn_IOprotected
StreamableAssetFRenderAssetUpdateprotected
StreamingRHICmdListFStaticMeshStreamInprotected
TaskCallbackTRenderAssetUpdate< FStaticMeshUpdateContext >protected
TaskStateFRenderAssetUpdateprotected
TaskSynchronizationFRenderAssetUpdateprotected
TaskThreadTRenderAssetUpdate< FStaticMeshUpdateContext >protected
Tick(EThreadType InCurrentThread)FRenderAssetUpdate
TickInternal(EThreadType InCurrentThread, bool bCheckForSuspension) final overrideTRenderAssetUpdate< FStaticMeshUpdateContext >protectedvirtual
TRenderAssetUpdate(const UStreamableRenderAsset *InAsset)TRenderAssetUpdate< FStaticMeshUpdateContext >
TS_Done enum valueFRenderAssetUpdate
TS_Init enum valueFRenderAssetUpdate
TS_InProgress enum valueFRenderAssetUpdate
TS_Locked enum valueFRenderAssetUpdate
TS_Suspended enum valueFRenderAssetUpdate
TT_Async enum valueFRenderAssetUpdate
TT_GameRunningAsync enum valueFRenderAssetUpdate
TT_GameThread enum valueFRenderAssetUpdate
TT_None enum valueFRenderAssetUpdate
TT_Render enum valueFRenderAssetUpdate
~FRenderAssetUpdate()FRenderAssetUpdateprotectedvirtual
~FStaticMeshStreamIn()FStaticMeshStreamInvirtual
~FStaticMeshStreamIn_IO()FStaticMeshStreamIn_IOinlinevirtual
~FStaticMeshUpdate()FStaticMeshUpdateinlineprotectedvirtual
~IRefCountedObject()IRefCountedObjectinlinevirtual