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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <FileCache.h>
Inheritance diagram for IFileCacheHandle:Public Member Functions | |
| virtual | ~IFileCacheHandle () |
| virtual IMemoryReadStreamRef | ReadData (FGraphEventArray &OutCompletionEvents, int64 Offset, int64 BytesToRead, EAsyncIOPriorityAndFlags Priority)=0 |
| virtual FGraphEventRef | PreloadData (const FFileCachePreloadEntry *PreloadEntries, int32 NumEntries, EAsyncIOPriorityAndFlags Priority)=0 |
| virtual void | WaitAll ()=0 |
Static Public Member Functions | |
| static CORE_API void | EvictAll () |
| static CORE_API IFileCacheHandle * | CreateFileCacheHandle (const TCHAR *InFileName, int64 InBaseOffset=0) |
| static CORE_API IFileCacheHandle * | CreateFileCacheHandle (IAsyncReadFileHandle *FileHandle, int64 InBaseOffset=0) |
| static CORE_API int64 | GetFileCacheSize () |
All methods may be safely called from multiple threads simultaneously, unless otherwise noted
Also note, if you create several IFileCacheHandle's to the same file on separate threads these will be considered as individual separate files from the cache point of view and thus each will have their own cache data allocated.
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inlinevirtual |
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static |
Create a IFileCacheHandle from a filename.
| InFileName | A path to a file. |
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static |
Create a IFileCacheHandle from a IAsyncReadFileHandle.
| FileHandle | A valid IAsyncReadFileHandle that has already been created elsewhere. |
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static |
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static |
Return size of underlying file cache in bytes.
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pure virtual |
Implemented in FFileCacheHandle.
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pure virtual |
Read a byte range form the file. This can be a high-throughput operation and done lots of times for small reads. The system will handle this efficiently.
| OutCompletionEvents | Must wait until these events are complete before returned data is valid |
Implemented in FFileCacheHandle.
Wait until all outstanding read requests complete.
Implemented in FFileCacheHandle.