UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::AssetDataGather::Private::FFilesToSearch Class Reference

#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
 

Detailed Description

A container to efficiently receive files from discovery and search the container to raise priority of a path

Member Function Documentation

◆ AddFileAgainAfterTimeout()

void UE::AssetDataGather::Private::FFilesToSearch::AddFileAgainAfterTimeout ( FGatheredPathData &&  FilePath)

Re-add a file from PopFront that we didn't have time to process.

◆ AddFileForLaterRetry()

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.

◆ AddFiles()

void UE::AssetDataGather::Private::FFilesToSearch::AddFiles ( TArray< FGatheredPathData > &&  FilePaths)

Add the given FilePaths with normal priority.

◆ AddPriorityFile()

void UE::AssetDataGather::Private::FFilesToSearch::AddPriorityFile ( FGatheredPathData &&  FilePath)

Add the given FilePath as a single file with blocking priority.

◆ GetAllocatedSize()

SIZE_T UE::AssetDataGather::Private::FFilesToSearch::GetAllocatedSize ( ) const

How much memory is used by the container, not counting sizeof(*this).

◆ GetNumAvailable()

int32 UE::AssetDataGather::Private::FFilesToSearch::GetNumAvailable ( ) const

How many files are returnable from PopFront.

◆ Num()

int32 UE::AssetDataGather::Private::FFilesToSearch::Num ( ) const

How many files are in the container, including unavailable files.

◆ NumBlockingFiles()

int32 UE::AssetDataGather::Private::FFilesToSearch::NumBlockingFiles ( ) const

How many files with blocking priority are in the container.

◆ PopFront()

template<typename AllocatorType >
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.

◆ PopPriorityDirectories()

void UE::AssetDataGather::Private::FFilesToSearch::PopPriorityDirectories ( TArray< FString > &  OutPriorityDirectories)

◆ PrioritizePath()

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.

◆ RetryLaterRetryFiles()

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.

◆ Shrink()

void UE::AssetDataGather::Private::FFilesToSearch::Shrink ( )

Reduce memory used in buffers.


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