UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::AssetRegistry::FAssetRegistryImpl Class Reference

#include <AssetRegistryImpl.h>

Public Member Functions

 FAssetRegistryImpl ()
 
void Initialize (UE::AssetRegistry::FInterfaceWriteScopeLock &ScopeLock, Impl::FInitializeContext &Context)
 
IAssetRegistry::FAssetCollisionEvent & OnAssetCollision_Private ()
 
bool HasAssets (const FName PackagePath, const bool bRecursive) const
 
FSoftObjectPath GetRedirectedObjectPath (FInterfaceReadScopeLock &ScopeLock, const FSoftObjectPath &ObjectPath)
 
FSoftObjectPath GetAndScanRedirectedObjectPath (FInterfaceWriteScopeLock &ScopeLock, const FSoftObjectPath &ObjectPath, UE::AssetRegistry::Impl::FEventContext *EventContext, UE::AssetRegistry::Impl::FClassInheritanceContext *InheritanceContext)
 
bool GetAncestorClassNames (Impl::FClassInheritanceContext &InheritanceContext, FTopLevelAssetPath ClassName, TArray< FTopLevelAssetPath > &OutAncestorClassNames) const
 
void CompileFilter (Impl::FClassInheritanceContext &InheritanceContext, const FARFilter &InFilter, FARCompiledFilter &OutCompiledFilter) const
 
void SetTemporaryCachingMode (bool bEnable)
 
void SetTemporaryCachingModeInvalidated ()
 
bool AddPath (Impl::FEventContext &EventContext, FStringView PathToAdd)
 
void SearchAllAssets (Impl::FEventContext &EventContext, Impl::FClassInheritanceContext &InheritanceContext, bool bSynchronousSearch)
 
bool GetVerseFilesByPath (FName PackagePath, TArray< FName > *OutFilePaths, bool bRecursive) const
 
void ScanPathsSynchronous (FInterfaceWriteScopeLock *ScopeLock, Impl::FScanPathContext &Context)
 
void PrioritizeSearchPath (const FString &PathToPrioritize)
 
void ScanModifiedAssetFiles (FInterfaceWriteScopeLock &ScopeLock, Impl::FEventContext &EventContext, Impl::FClassInheritanceContext &InheritanceContext, const TArray< FString > &InFilePaths, UE::AssetRegistry::EScanFlags ScanFlags)
 
void Serialize (FArchive &Ar, Impl::FEventContext &EventContext)
 
void AppendState (Impl::FEventContext &EventContext, const FAssetRegistryState &InState, FAssetRegistryState::EInitializationMode Mode=FAssetRegistryState::EInitializationMode::Append, bool bEmitAssetEvents=false)
 
void GetAllocatedSize (bool bLogDetailed, SIZE_T &StateSize, SIZE_T &StaticSize, SIZE_T &SearchSize) const
 
bool IsLoadingAssets () const
 
bool IsGathering () const
 
bool HasSerializedDiscoveryCache () const
 
void SetManageReferences (FSetManageReferencesContext &Context)
 
bool SetPrimaryAssetIdForObjectPath (Impl::FEventContext &EventContext, const FSoftObjectPath &ObjectPath, FPrimaryAssetId PrimaryAssetId)
 
bool ResolveRedirect (const FString &InPackageName, FString &OutPackageName) const
 
void OnContentPathMounted (UE::AssetRegistry::FInterfaceWriteScopeLock &ScopeLock, Impl::FEventContext &EventContext, Impl::FClassInheritanceContext &InheritanceContext, const FString &InAssetPath, const FString &AssetPathWithTrailingSlash, const FString &FileSystemPath)
 
void OnContentPathDismounted (Impl::FEventContext &EventContext, const FString &InAssetPath, const FString &AssetPathNoTrailingSlash, const FString &FileSystemPath)
 
void OnPluginLoadingComplete (bool bPhaseSuccessful)
 
void RefreshNativeClasses ()
 
void EnumerateDiskAssets (const FARCompiledFilter &InFilter, TSet< FName > &PackagesToSkip, TFunctionRef< bool(const FAssetData &)> Callback, UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags) const
 
void EnumerateAllDiskAssets (TSet< FName > &PackageNamesToSkip, TFunctionRef< bool(const FAssetData &)> Callback, UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags=UE::AssetRegistry::EEnumerateAssetsFlags::None) const
 
void WaitForGathererIdleIfSynchronous ()
 
void WaitForGathererIdle (float TimeoutSeconds)
 
Impl::EGatherStatus TickGatherer (Impl::FTickContext &TickContext)
 
void ProcessGameThreadRequestedClasses ()
 
void ConditionalRetryGatherAssetsForGameThread (Impl::FTickContext &TickContext)
 
void ConditionalClearGameThreadRequestedClasses (Impl::FTickContext &TickContext)
 
void RequestGameThreadProcessClass (const FTopLevelAssetPath &RequestedGameThreadClass)
 
bool IsGameThreadTakeOverGatherEachTick () const
 
void SetGameThreadTakeOverGatherEachTick (bool bValue)
 
void LogSearchDiagnostics (double StartTime)
 
void TickGatherPackage (UE::AssetRegistry::FInterfaceWriteScopeLock &ScopeLock, Impl::FEventContext &EventContext, const FString &PackageName, const FString &LocalPath)
 
void ClearGathererCache ()
 
void AddEmptyPackage (FName PackageName)
 
bool RemoveEmptyPackage (FName PackageName)
 
bool AddAssetPath (Impl::FEventContext &EventContext, FName PathToAdd)
 
bool RemoveAssetPath (Impl::FEventContext &EventContext, FName PathToRemove, bool bEvenIfAssetsStillExist=false)
 
void RemovePackageData (Impl::FEventContext &EventContext, const FName PackageName)
 
void AddVerseFile (Impl::FEventContext &EventContext, FName VerseFilePathToAdd)
 
void RemoveVerseFile (Impl::FEventContext &EventContext, FName VerseFilePathToRemove)
 
void GetSubClasses (Impl::FClassInheritanceContext &InheritanceContext, const TArray< FTopLevelAssetPath > &InClassNames, const TSet< FTopLevelAssetPath > &ExcludedClassNames, TSet< FTopLevelAssetPath > &SubClassNames) const
 
bool IsInitialSearchCompleted () const
 
bool IsTempCachingEnabled () const
 
bool IsTempCachingAlwaysEnabled () const
 
bool IsInitialSearchStarted () const
 
bool IsAdditionalMountSearchInProgress () const
 
bool IsSearchAllAssets () const
 
Impl::FClassInheritanceBufferGetTempCachedInheritanceBuffer ()
 
uint64 GetSavedGeneratorClassesVersionNumber () const
 
uint64 GetSavedAllClassesVersionNumber () const
 
void CopySerializationOptions (FAssetRegistrySerializationOptions &OutOptions, ESerializationTarget Target) const
 
Impl::EPerformanceMode GetPerformanceMode () const
 
void SetPerformanceMode (Impl::EPerformanceMode NewMode)
 
bool ShouldSortDependencies () const
 
bool ShouldSortReferencers () const
 
const FAssetRegistryStateGetState () const
 
const FPathTreeGetCachedPathTree () const
 
const TSet< FName > & GetCachedEmptyPackages () const
 
bool ShouldSkipAsset (FTopLevelAssetPath AssetClass, uint32 PackageFlags) const
 
bool ShouldSkipAsset (const UObject *InAsset) const
 
void CollectCodeGeneratorClasses ()
 
void ConditionalLoadPremadeAssetRegistry (UE::AssetRegistry::FInterfaceWriteScopeLock &ScopeLock, UE::AssetRegistry::Impl::FEventContext &EventContext)
 

Static Public Member Functions

static uint64 GetCurrentGeneratorClassesVersionNumber ()
 
static uint64 GetCurrentAllClassesVersionNumber ()
 

Detailed Description

Threading helper class for UAssetRegistryImpl that holds all of the data. This class is not threadsafe; all const functions must be called from within a ReadLock and all non-const from within a WriteLock.

Constructor & Destructor Documentation

◆ FAssetRegistryImpl()

UE::AssetRegistry::FAssetRegistryImpl::FAssetRegistryImpl ( )

Constructor initializes as little as possible; meaningful operations are first done during Initialize.

Member Function Documentation

◆ AddAssetPath()

bool UE::AssetRegistry::FAssetRegistryImpl::AddAssetPath ( Impl::FEventContext EventContext,
FName  PathToAdd 
)

Adds a path to the cached paths tree. Returns true if the path was added and did not already exist

◆ AddEmptyPackage()

void UE::AssetRegistry::FAssetRegistryImpl::AddEmptyPackage ( FName  PackageName)

Adds an asset to the empty package list which contains packages that have no assets left in them

◆ AddPath()

bool UE::AssetRegistry::FAssetRegistryImpl::AddPath ( Impl::FEventContext EventContext,
FStringView  PathToAdd 
)

◆ AddVerseFile()

void UE::AssetRegistry::FAssetRegistryImpl::AddVerseFile ( Impl::FEventContext EventContext,
FName  VerseFilePathToAdd 
)

Adds the Verse file to the look up maps

◆ AppendState()

void UE::AssetRegistry::FAssetRegistryImpl::AppendState ( Impl::FEventContext EventContext,
const FAssetRegistryState InState,
FAssetRegistryState::EInitializationMode  Mode = FAssetRegistryState::EInitializationMode::Append,
bool  bEmitAssetEvents = false 
)

◆ ClearGathererCache()

void UE::AssetRegistry::FAssetRegistryImpl::ClearGathererCache ( )

◆ CollectCodeGeneratorClasses()

void UE::AssetRegistry::FAssetRegistryImpl::CollectCodeGeneratorClasses ( )

Finds all class names of classes capable of generating new UClasses

◆ CompileFilter()

void UE::AssetRegistry::FAssetRegistryImpl::CompileFilter ( Impl::FClassInheritanceContext InheritanceContext,
const FARFilter InFilter,
FARCompiledFilter OutCompiledFilter 
) const

◆ ConditionalClearGameThreadRequestedClasses()

void UE::AssetRegistry::FAssetRegistryImpl::ConditionalClearGameThreadRequestedClasses ( Impl::FTickContext TickContext)

Clear GameThreadRequestedClasses if AssetsForGameThread is empty.

◆ ConditionalLoadPremadeAssetRegistry()

void UE::AssetRegistry::FAssetRegistryImpl::ConditionalLoadPremadeAssetRegistry ( UE::AssetRegistry::FInterfaceWriteScopeLock ScopeLock,
UE::AssetRegistry::Impl::FEventContext EventContext 
)

Block until the Premade AssetRegistry finishes loading, if there is one still loading. For performance reasons, this must be called within the WriteScopeLock, and the caller must handle the possibility that it leaves and reenters the lock.

◆ ConditionalRetryGatherAssetsForGameThread()

void UE::AssetRegistry::FAssetRegistryImpl::ConditionalRetryGatherAssetsForGameThread ( Impl::FTickContext TickContext)

If TickContext is on a background thread and the game thread has executed ProcessGameThreadRequestedClasses, retry all assets in AssetsForGameThread by moving them to the any-thread Assets queue.

◆ CopySerializationOptions()

void UE::AssetRegistry::FAssetRegistryImpl::CopySerializationOptions ( FAssetRegistrySerializationOptions OutOptions,
ESerializationTarget  Target 
) const

Get a copy of the cached serialization options that were parsed from ini

◆ EnumerateAllDiskAssets()

void UE::AssetRegistry::FAssetRegistryImpl::EnumerateAllDiskAssets ( TSet< FName > &  PackageNamesToSkip,
TFunctionRef< bool(const FAssetData &)>  Callback,
UE::AssetRegistry::EEnumerateAssetsFlags  InEnumerateFlags = UE::AssetRegistry::EEnumerateAssetsFlags::None 
) const

Enumerate all assets in the State. PackageNamesToSkip are filtered. EEnumerateAssetsFlags provide additional filtering.

◆ EnumerateDiskAssets()

void UE::AssetRegistry::FAssetRegistryImpl::EnumerateDiskAssets ( const FARCompiledFilter InFilter,
TSet< FName > &  PackagesToSkip,
TFunctionRef< bool(const FAssetData &)>  Callback,
UE::AssetRegistry::EEnumerateAssetsFlags  InEnumerateFlags 
) const

Enumerate assets in the State, filtering by filter and package not in PackagesToSkip

◆ GetAllocatedSize()

void UE::AssetRegistry::FAssetRegistryImpl::GetAllocatedSize ( bool  bLogDetailed,
SIZE_T StateSize,
SIZE_T StaticSize,
SIZE_T SearchSize 
) const

◆ GetAncestorClassNames()

bool UE::AssetRegistry::FAssetRegistryImpl::GetAncestorClassNames ( Impl::FClassInheritanceContext InheritanceContext,
FTopLevelAssetPath  ClassName,
TArray< FTopLevelAssetPath > &  OutAncestorClassNames 
) const

◆ GetAndScanRedirectedObjectPath()

FSoftObjectPath UE::AssetRegistry::FAssetRegistryImpl::GetAndScanRedirectedObjectPath ( FInterfaceWriteScopeLock ScopeLock,
const FSoftObjectPath ObjectPath,
UE::AssetRegistry::Impl::FEventContext EventContext,
UE::AssetRegistry::Impl::FClassInheritanceContext InheritanceContext 
)

Returns the redirected object path for the provided soft object path. This function will scan the redirected path to ensure it has been registered with the Asset Registry.

◆ GetCachedEmptyPackages()

const TSet< FName > & UE::AssetRegistry::FAssetRegistryImpl::GetCachedEmptyPackages ( ) const

◆ GetCachedPathTree()

const FPathTree & UE::AssetRegistry::FAssetRegistryImpl::GetCachedPathTree ( ) const

◆ GetCurrentAllClassesVersionNumber()

uint64 UE::AssetRegistry::FAssetRegistryImpl::GetCurrentAllClassesVersionNumber ( )
static

◆ GetCurrentGeneratorClassesVersionNumber()

uint64 UE::AssetRegistry::FAssetRegistryImpl::GetCurrentGeneratorClassesVersionNumber ( )
static

◆ GetPerformanceMode()

Impl::EPerformanceMode UE::AssetRegistry::FAssetRegistryImpl::GetPerformanceMode ( ) const
inline

Query the performance mode, which modifies how data structures are loaded

◆ GetRedirectedObjectPath()

FSoftObjectPath UE::AssetRegistry::FAssetRegistryImpl::GetRedirectedObjectPath ( FInterfaceReadScopeLock ScopeLock,
const FSoftObjectPath ObjectPath 
)

Returns the redirected object path for the provided soft object path. This function will not attempt to scan the redirected path to ensure it has been registered with the Asset Registry. If it's unclear if the object path is known to the Asset Registry already, call GetAndScanRedirectedObjectPath instead.

◆ GetSavedAllClassesVersionNumber()

uint64 UE::AssetRegistry::FAssetRegistryImpl::GetSavedAllClassesVersionNumber ( ) const
inline

◆ GetSavedGeneratorClassesVersionNumber()

uint64 UE::AssetRegistry::FAssetRegistryImpl::GetSavedGeneratorClassesVersionNumber ( ) const
inline

◆ GetState()

const FAssetRegistryState & UE::AssetRegistry::FAssetRegistryImpl::GetState ( ) const

◆ GetSubClasses()

void UE::AssetRegistry::FAssetRegistryImpl::GetSubClasses ( Impl::FClassInheritanceContext InheritanceContext,
const TArray< FTopLevelAssetPath > &  InClassNames,
const TSet< FTopLevelAssetPath > &  ExcludedClassNames,
TSet< FTopLevelAssetPath > &  SubClassNames 
) const

Returns the names of all subclasses of the class whose name is ClassName

◆ GetTempCachedInheritanceBuffer()

Impl::FClassInheritanceBuffer & UE::AssetRegistry::FAssetRegistryImpl::GetTempCachedInheritanceBuffer ( )
inline

◆ GetVerseFilesByPath()

bool UE::AssetRegistry::FAssetRegistryImpl::GetVerseFilesByPath ( FName  PackagePath,
TArray< FName > *  OutFilePaths,
bool  bRecursive 
) const

◆ HasAssets()

bool UE::AssetRegistry::FAssetRegistryImpl::HasAssets ( const FName  PackagePath,
const bool  bRecursive 
) const

◆ HasSerializedDiscoveryCache()

bool UE::AssetRegistry::FAssetRegistryImpl::HasSerializedDiscoveryCache ( ) const

◆ Initialize()

void UE::AssetRegistry::FAssetRegistryImpl::Initialize ( UE::AssetRegistry::FInterfaceWriteScopeLock ScopeLock,
Impl::FInitializeContext Context 
)

Construct the AssetRegistryImpl, including initial scans if applicable.

◆ IsAdditionalMountSearchInProgress()

bool UE::AssetRegistry::FAssetRegistryImpl::IsAdditionalMountSearchInProgress ( ) const
inline

◆ IsGameThreadTakeOverGatherEachTick()

bool UE::AssetRegistry::FAssetRegistryImpl::IsGameThreadTakeOverGatherEachTick ( ) const

At some times during editor startup, depending on config settings, we might want to block on the gather, and not tick the rest of the editor. When we want that to happen, we set this flag. This function can be read outside of the lock (we need to do that during Tick).

◆ IsGathering()

bool UE::AssetRegistry::FAssetRegistryImpl::IsGathering ( ) const

◆ IsInitialSearchCompleted()

bool UE::AssetRegistry::FAssetRegistryImpl::IsInitialSearchCompleted ( ) const
inline

◆ IsInitialSearchStarted()

bool UE::AssetRegistry::FAssetRegistryImpl::IsInitialSearchStarted ( ) const
inline

◆ IsLoadingAssets()

bool UE::AssetRegistry::FAssetRegistryImpl::IsLoadingAssets ( ) const

◆ IsSearchAllAssets()

bool UE::AssetRegistry::FAssetRegistryImpl::IsSearchAllAssets ( ) const
inline

◆ IsTempCachingAlwaysEnabled()

bool UE::AssetRegistry::FAssetRegistryImpl::IsTempCachingAlwaysEnabled ( ) const
inline

◆ IsTempCachingEnabled()

bool UE::AssetRegistry::FAssetRegistryImpl::IsTempCachingEnabled ( ) const
inline

◆ LogSearchDiagnostics()

void UE::AssetRegistry::FAssetRegistryImpl::LogSearchDiagnostics ( double  StartTime)

Send a log message with the search statistics. StartTime is used to report wall clock search time in the case of background scan

◆ OnAssetCollision_Private()

IAssetRegistry::FAssetCollisionEvent & UE::AssetRegistry::FAssetRegistryImpl::OnAssetCollision_Private ( )

Event for when duplicated assets are found and needs to be resolved

◆ OnContentPathDismounted()

void UE::AssetRegistry::FAssetRegistryImpl::OnContentPathDismounted ( Impl::FEventContext EventContext,
const FString &  InAssetPath,
const FString &  AssetPathNoTrailingSlash,
const FString &  FileSystemPath 
)

◆ OnContentPathMounted()

void UE::AssetRegistry::FAssetRegistryImpl::OnContentPathMounted ( UE::AssetRegistry::FInterfaceWriteScopeLock ScopeLock,
Impl::FEventContext EventContext,
Impl::FClassInheritanceContext InheritanceContext,
const FString &  InAssetPath,
const FString &  AssetPathWithTrailingSlash,
const FString &  FileSystemPath 
)

◆ OnPluginLoadingComplete()

void UE::AssetRegistry::FAssetRegistryImpl::OnPluginLoadingComplete ( bool  bPhaseSuccessful)

Update cached values about classes, and enable some global multithreaded access, when all startup plugins finish loading.

◆ PrioritizeSearchPath()

void UE::AssetRegistry::FAssetRegistryImpl::PrioritizeSearchPath ( const FString &  PathToPrioritize)

◆ ProcessGameThreadRequestedClasses()

void UE::AssetRegistry::FAssetRegistryImpl::ProcessGameThreadRequestedClasses ( )

During gamethread tick, if we find that the background thread is active in TickGatherer, process any classes that the background requested from the gamethread tick.

◆ RefreshNativeClasses()

void UE::AssetRegistry::FAssetRegistryImpl::RefreshNativeClasses ( )

Update cached values about native classes after they have possibly changed.

◆ RemoveAssetPath()

bool UE::AssetRegistry::FAssetRegistryImpl::RemoveAssetPath ( Impl::FEventContext EventContext,
FName  PathToRemove,
bool  bEvenIfAssetsStillExist = false 
)

Removes a path to the cached paths tree. Returns true if successful.

◆ RemoveEmptyPackage()

bool UE::AssetRegistry::FAssetRegistryImpl::RemoveEmptyPackage ( FName  PackageName)

Removes an asset from the empty package list because it is no longer empty

◆ RemovePackageData()

void UE::AssetRegistry::FAssetRegistryImpl::RemovePackageData ( Impl::FEventContext EventContext,
const FName  PackageName 
)

Removes the asset data associated with this package from the look-up maps

◆ RemoveVerseFile()

void UE::AssetRegistry::FAssetRegistryImpl::RemoveVerseFile ( Impl::FEventContext EventContext,
FName  VerseFilePathToRemove 
)

Removes the Verse file from the look-up maps

◆ RequestGameThreadProcessClass()

void UE::AssetRegistry::FAssetRegistryImpl::RequestGameThreadProcessClass ( const FTopLevelAssetPath RequestedGameThreadClass)

Add a class to GameThreadRequestedClasses and set the sentry flag to request processing.

◆ ResolveRedirect()

bool UE::AssetRegistry::FAssetRegistryImpl::ResolveRedirect ( const FString &  InPackageName,
FString &  OutPackageName 
) const

◆ ScanModifiedAssetFiles()

void UE::AssetRegistry::FAssetRegistryImpl::ScanModifiedAssetFiles ( FInterfaceWriteScopeLock ScopeLock,
Impl::FEventContext EventContext,
Impl::FClassInheritanceContext InheritanceContext,
const TArray< FString > &  InFilePaths,
UE::AssetRegistry::EScanFlags  ScanFlags 
)

◆ ScanPathsSynchronous()

void UE::AssetRegistry::FAssetRegistryImpl::ScanPathsSynchronous ( FInterfaceWriteScopeLock ScopeLock,
Impl::FScanPathContext Context 
)

◆ SearchAllAssets()

void UE::AssetRegistry::FAssetRegistryImpl::SearchAllAssets ( Impl::FEventContext EventContext,
Impl::FClassInheritanceContext InheritanceContext,
bool  bSynchronousSearch 
)

◆ Serialize()

void UE::AssetRegistry::FAssetRegistryImpl::Serialize ( FArchive Ar,
Impl::FEventContext EventContext 
)

◆ SetGameThreadTakeOverGatherEachTick()

void UE::AssetRegistry::FAssetRegistryImpl::SetGameThreadTakeOverGatherEachTick ( bool  bValue)

◆ SetManageReferences()

void UE::AssetRegistry::FAssetRegistryImpl::SetManageReferences ( FSetManageReferencesContext Context)

◆ SetPerformanceMode()

void UE::AssetRegistry::FAssetRegistryImpl::SetPerformanceMode ( Impl::EPerformanceMode  NewMode)

◆ SetPrimaryAssetIdForObjectPath()

bool UE::AssetRegistry::FAssetRegistryImpl::SetPrimaryAssetIdForObjectPath ( Impl::FEventContext EventContext,
const FSoftObjectPath ObjectPath,
FPrimaryAssetId  PrimaryAssetId 
)

◆ SetTemporaryCachingMode()

void UE::AssetRegistry::FAssetRegistryImpl::SetTemporaryCachingMode ( bool  bEnable)

◆ SetTemporaryCachingModeInvalidated()

void UE::AssetRegistry::FAssetRegistryImpl::SetTemporaryCachingModeInvalidated ( )

◆ ShouldSkipAsset() [1/2]

bool UE::AssetRegistry::FAssetRegistryImpl::ShouldSkipAsset ( const UObject InAsset) const

◆ ShouldSkipAsset() [2/2]

bool UE::AssetRegistry::FAssetRegistryImpl::ShouldSkipAsset ( FTopLevelAssetPath  AssetClass,
uint32  PackageFlags 
) const

Same as UE::AssetRegistry::Filtering::ShouldSkipAsset, but can be read from any thread under readlock

◆ ShouldSortDependencies()

bool UE::AssetRegistry::FAssetRegistryImpl::ShouldSortDependencies ( ) const

◆ ShouldSortReferencers()

bool UE::AssetRegistry::FAssetRegistryImpl::ShouldSortReferencers ( ) const

◆ TickGatherer()

Impl::EGatherStatus UE::AssetRegistry::FAssetRegistryImpl::TickGatherer ( Impl::FTickContext TickContext)

Consume any results from the gatherer and return its status

◆ TickGatherPackage()

void UE::AssetRegistry::FAssetRegistryImpl::TickGatherPackage ( UE::AssetRegistry::FInterfaceWriteScopeLock ScopeLock,
Impl::FEventContext EventContext,
const FString &  PackageName,
const FString &  LocalPath 
)

Look for and load a single AssetData result from the gatherer.

◆ WaitForGathererIdle()

void UE::AssetRegistry::FAssetRegistryImpl::WaitForGathererIdle ( float  TimeoutSeconds)

Waits for the gatherer to be idle.

◆ WaitForGathererIdleIfSynchronous()

void UE::AssetRegistry::FAssetRegistryImpl::WaitForGathererIdleIfSynchronous ( )

Waits for the gatherer to be idle if it is operating synchronously.


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