![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <AssetDataGathererPrivate.h>
Public Member Functions | |
| void | AddPriorityFile (FGatheredPathData &&FilePath) |
| void | AddFiles (TArray< FGatheredPathData > &&FilePaths) |
| void | AddFileAgainAfterTimeout (FGatheredPathData &&FilePath) |
| void | AddFileForLaterRetry (FGatheredPathData &&FilePath) |
| void | RetryLaterRetryFiles () |
| template<typename AllocatorType > | |
| void | PopFront (TArray< FGatheredPathData, AllocatorType > &Out, int32 NumToPop) |
| void | PrioritizePath (FPathExistence &QueryPath, EPriority Priority) |
| void | PopPriorityDirectories (TArray< FString > &OutPriorityDirectories) |
| int32 | NumBlockingFiles () const |
| void | Shrink () |
| int32 | Num () const |
| int32 | GetNumAvailable () const |
| SIZE_T | GetAllocatedSize () const |
A container to efficiently receive files from discovery and search the container to raise priority of a path
| void UE::AssetDataGather::Private::FFilesToSearch::AddFileAgainAfterTimeout | ( | FGatheredPathData && | FilePath | ) |
Re-add a file from PopFront that we didn't have time to process.
| void UE::AssetDataGather::Private::FFilesToSearch::AddFileForLaterRetry | ( | FGatheredPathData && | FilePath | ) |
Re-add a file from PopFront that uses a not-yet-loaded class for later retry. Later retry files are not returned from PopFront until RetryLaterRetryFiles is called.
| void UE::AssetDataGather::Private::FFilesToSearch::AddFiles | ( | TArray< FGatheredPathData > && | FilePaths | ) |
Add the given FilePaths with normal priority.
| void UE::AssetDataGather::Private::FFilesToSearch::AddPriorityFile | ( | FGatheredPathData && | FilePath | ) |
Add the given FilePath as a single file with blocking priority.
| SIZE_T UE::AssetDataGather::Private::FFilesToSearch::GetAllocatedSize | ( | ) | const |
How much memory is used by the container, not counting sizeof(*this).
| int32 UE::AssetDataGather::Private::FFilesToSearch::GetNumAvailable | ( | ) | const |
How many files are returnable from PopFront.
| int32 UE::AssetDataGather::Private::FFilesToSearch::Num | ( | ) | const |
How many files are in the container, including unavailable files.
| int32 UE::AssetDataGather::Private::FFilesToSearch::NumBlockingFiles | ( | ) | const |
How many files with blocking priority are in the container.
| void UE::AssetDataGather::Private::FFilesToSearch::PopFront | ( | TArray< FGatheredPathData, AllocatorType > & | Out, |
| int32 | NumToPop | ||
| ) |
In coarse priority order, pop the given number of files out of the container.
| void UE::AssetDataGather::Private::FFilesToSearch::PopPriorityDirectories | ( | TArray< FString > & | OutPriorityDirectories | ) |
| void UE::AssetDataGather::Private::FFilesToSearch::PrioritizePath | ( | FPathExistence & | QueryPath, |
| EPriority | Priority | ||
| ) |
Search the container for all files at or under the given path and set their priority. Path might be a directory name or a file BaseNameWithPath, or a file BaseNameWithPath.Extension.
| void UE::AssetDataGather::Private::FFilesToSearch::RetryLaterRetryFiles | ( | ) |
Move all of the LaterRetry files into the main list so that they are once again visible to PopFront.
| void UE::AssetDataGather::Private::FFilesToSearch::Shrink | ( | ) |
Reduce memory used in buffers.