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

Classes

class  FAssetDataDiscovery
 
class  FAssetDataDiscoveryCache
 
struct  FBlockHeader
 
struct  FCachedDirScanDir
 
struct  FCachedDirScanFile
 
class  FCachedVolumeInfo
 
struct  FCachePayload
 
class  FChecksumArchiveBase
 
class  FChecksumArchiveReader
 
class  FChecksumArchiveWriter
 
class  FChecksumViewReader
 
struct  FDirectoryReadTaskData
 
struct  FDiscoveredPathData
 
struct  FDiscoveredSubDirData
 
class  FFileReadScheduler
 
class  FFilesToSearch
 
struct  FGatheredPathData
 
struct  FGatherSettings
 
class  FMemoryMappedFile
 
class  FMemoryViewReader
 
class  FMountDir
 
struct  FPathExistence
 
struct  FReadContext
 
class  FScanDir
 
struct  FScanDirAndParentData
 
struct  FSetPathProperties
 
struct  FWaitBatchDirectory
 
struct  FWaitBatchDirectorySetFuncs
 

Typedefs

typedef TSet< FWaitBatchDirectory, FWaitBatchDirectorySetFuncsFWaitBatchDirectorySet
 

Enumerations

enum class  EFeatureEnabled : uint8 { Never , IfPlatformSupported , Always }
 
enum class  EFeatureEnabledReadWrite : uint32 {
  NeverRead = 0x00 , DefaultRead = 0x01 , AlwaysRead = 0x02 , ReadMask = 0x0f ,
  NeverWrite = 0x00 , DefaultWrite = 0x10 , AlwaysWrite = 0x20 , WriteMask = 0xf0 ,
  Invalid = 0xffffffff , NeverWriteNeverRead = NeverWrite | NeverRead , NeverWriteDefaultRead = NeverWrite | DefaultRead , NeverWriteAlwaysRead = NeverWrite | AlwaysRead ,
  DefaultWriteNeverRead = DefaultWrite | NeverRead , DefaultWriteDefaultRead = DefaultWrite | DefaultRead , DefaultWriteAlwaysRead = DefaultWrite | AlwaysRead , AlwaysWriteNeverRead = AlwaysWrite | NeverRead ,
  AlwaysWriteDefaultRead = AlwaysWrite | DefaultRead , AlwaysWriteAlwaysRead = AlwaysWrite | AlwaysRead
}
 
enum class  EPriority : uint8 {
  Blocking , High , Normal , Highest = Blocking ,
  Lowest = Normal
}
 
enum class  EGatherableFileType : uint8 {
  Invalid , Directory , PackageFile , VerseFile ,
  VerseModule
}
 
enum class  EEditorGameScanMode : uint8 { Sync , Async , None }
 

Functions

void LexFromString (EFeatureEnabledReadWrite &OutValue, FStringView Text)
 
EEditorGameScanMode GetEditorGameScanModeFromConfig ()
 
void SerializeCacheSave (FAssetRegistryWriter &Ar, const TArray< TPair< FName, FDiskCachedAssetData * > > &AssetsToSave)
 
FCachePayload SerializeCacheLoad (FAssetRegistryReader &Ar)
 
TArray< FCachePayloadLoadCacheFiles (TConstArrayView< FString > CacheFilenames)
 
void AssignStringWithoutShrinking (FString &InOutResult, FStringView Value)
 
template<typename ContainerType >
SIZE_T GetArrayRecursiveAllocatedSize (const ContainerType &Container)
 
TOptional< FBlockHeaderLoadBlockHeader (FMemoryView Data)
 
bool FindOrAddIsReparsePointRecursive (FStringView DirName, FCachedVolumeInfo &Volume, bool &bOutAdded)
 
FArchiveoperator<< (FArchive &Ar, FCachedVolumeInfo &Data)
 
FArchiveoperator<< (FArchive &Ar, FCachedDirScanDir &Data)
 
FArchiveoperator<< (FArchive &Ar, FCachedDirScanFile &Data)
 
 ENUM_CLASS_FLAGS (EFeatureEnabledReadWrite)
 

Variables

bool bBlockPackagesWithMarkOfTheWeb = false
 
bool bIgnoreEmptyDirectories = false
 
FGatherSettings GGatherSettings
 
constexpr const TCHARGEmptyVolumeName = TEXT("<EmptyVolume>")
 

Typedef Documentation

◆ FWaitBatchDirectorySet

Enumeration Type Documentation

◆ EEditorGameScanMode

How the editor, when run with -game or (under more limited circumstances) -server, performs its asset registry scan

Enumerator
Sync 
Async 
None 

◆ EFeatureEnabled

Enumerator
Never 
IfPlatformSupported 
Always 

◆ EFeatureEnabledReadWrite

Enumerator
NeverRead 
DefaultRead 
AlwaysRead 
ReadMask 
NeverWrite 
DefaultWrite 
AlwaysWrite 
WriteMask 
Invalid 
NeverWriteNeverRead 
NeverWriteDefaultRead 
NeverWriteAlwaysRead 
DefaultWriteNeverRead 
DefaultWriteDefaultRead 
DefaultWriteAlwaysRead 
AlwaysWriteNeverRead 
AlwaysWriteDefaultRead 
AlwaysWriteAlwaysRead 

◆ EGatherableFileType

To distinguish between assets and Verse source code

Enumerator
Invalid 
Directory 
PackageFile 
VerseFile 
VerseModule 

◆ EPriority

Enum to specify files and directories that should be completed earlier than others

Enumerator
Blocking 

Game thread is blocked until the file/directory is completed

High 

Optional information (e.g. use of the ReferenceViewer) is unavailable until the file/directory is completed

Normal 

Nothing has requested the file/directory yet

Highest 
Lowest 

Function Documentation

◆ AssignStringWithoutShrinking()

void UE::AssetDataGather::Private::AssignStringWithoutShrinking ( FString &  InOutResult,
FStringView  Value 
)

InOutResult = Value, but without shrinking the string to fit.

◆ ENUM_CLASS_FLAGS()

UE::AssetDataGather::Private::ENUM_CLASS_FLAGS ( EFeatureEnabledReadWrite  )

◆ FindOrAddIsReparsePointRecursive()

bool UE::AssetDataGather::Private::FindOrAddIsReparsePointRecursive ( FStringView  DirName,
FCachedVolumeInfo Volume,
bool bOutAdded 
)

◆ GetArrayRecursiveAllocatedSize()

template<typename ContainerType >
SIZE_T UE::AssetDataGather::Private::GetArrayRecursiveAllocatedSize ( const ContainerType &  Container)

◆ GetEditorGameScanModeFromConfig()

EEditorGameScanMode UE::AssetDataGather::Private::GetEditorGameScanModeFromConfig ( )

◆ LexFromString()

void UE::AssetDataGather::Private::LexFromString ( EFeatureEnabledReadWrite OutValue,
FStringView  Text 
)

◆ LoadBlockHeader()

TOptional< FBlockHeader > UE::AssetDataGather::Private::LoadBlockHeader ( FMemoryView  Data)

◆ LoadCacheFiles()

TArray< FCachePayload > UE::AssetDataGather::Private::LoadCacheFiles ( TConstArrayView< FString >  CacheFilenames)

◆ operator<<() [1/3]

FArchive & UE::AssetDataGather::Private::operator<< ( FArchive Ar,
FCachedDirScanDir Data 
)

◆ operator<<() [2/3]

FArchive & UE::AssetDataGather::Private::operator<< ( FArchive Ar,
FCachedDirScanFile Data 
)

◆ operator<<() [3/3]

FArchive & UE::AssetDataGather::Private::operator<< ( FArchive Ar,
FCachedVolumeInfo Data 
)

◆ SerializeCacheLoad()

FCachePayload UE::AssetDataGather::Private::SerializeCacheLoad ( FAssetRegistryReader Ar)

◆ SerializeCacheSave()

void UE::AssetDataGather::Private::SerializeCacheSave ( FAssetRegistryWriter Ar,
const TArray< TPair< FName, FDiskCachedAssetData * > > &  AssetsToSave 
)

Variable Documentation

◆ bBlockPackagesWithMarkOfTheWeb

bool UE::AssetDataGather::Private::bBlockPackagesWithMarkOfTheWeb = false

◆ bIgnoreEmptyDirectories

bool UE::AssetDataGather::Private::bIgnoreEmptyDirectories = false

◆ GEmptyVolumeName

constexpr const TCHAR* UE::AssetDataGather::Private::GEmptyVolumeName = TEXT("<EmptyVolume>")
constexpr

◆ GGatherSettings

FGatherSettings UE::AssetDataGather::Private::GGatherSettings