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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StaticMeshUpdate.h>
Inheritance diagram for FStaticMeshUpdate:Protected Member Functions | |
| virtual | ~FStaticMeshUpdate () |
Protected Member Functions inherited from TRenderAssetUpdate< FStaticMeshUpdateContext > | |
| ETaskState | TickInternal (EThreadType InCurrentThread, bool bCheckForSuspension) final override |
| void | ClearCallbacks () |
Protected Member Functions inherited from FRenderAssetUpdate | |
| virtual UE_API | ~FRenderAssetUpdate () |
| void | MarkAsCancelled () |
| void | MarkAsSuccessfullyFinished () |
| UE_API void | ScheduleGTTask () |
| UE_API void | ScheduleRenderTask () |
| UE_API void | ScheduleAsyncTask () |
This class provides a framework for loading and unloading the LODs of static meshes. Each thread essentially calls Tick() until the job is done. The object can be safely deleted when IsCompleted() returns true.
| FStaticMeshUpdate::FStaticMeshUpdate | ( | const UStaticMesh * | InMesh | ) |
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inlineprotectedvirtual |
Cancel the current update. Will also attempt to cancel pending IO requests, see FTexture2DStreamIn_IO::Abort(). This is called outside of the update loop when a cancelation is required for external events.
Reimplemented from FRenderAssetUpdate.
Reimplemented in FStaticMeshStreamIn_IO.