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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
Classes | |
| struct | FClassInheritanceBuffer |
| struct | FClassInheritanceContext |
| struct | FEventContext |
| struct | FFilterTagRules |
| struct | FInitializeContext |
| struct | FInterruptionContext |
| struct | FParsedFilterTagRules |
| struct | FScanPathContext |
| struct | FTickContext |
Enumerations | |
| enum class | EGatherStatus : uint8 { TickActiveGatherActive , TickActiveGatherIdle , TickGameThreadActiveGatherIdle , Complete , UnableToProgress , WaitingForEvents } |
| enum | EPerformanceMode : uint8 { BulkLoading , MostlyStatic } |
Functions | |
| bool | IsDirectoryWatcherEnabled () |
Variables | |
| constexpr float | MaxSecondsPerFrameToUseInBlockingInitialLoad = 5.0f |
| float | MaxSecondsPerFrame = 0.04f |
| float | MaxSecondsPerTickBackgroundThread = 0.1f |
| bool | bDeferDependencySort = false |
| bool | bDeferReferencerSort = true |
| bool | bDisableDirectoryWatcher = false |
| const FName | DestinationObjectFName (TEXT("DestinationObject")) |
|
strong |
Status of gathering, returned from the Tick function
| Enumerator | |
|---|---|
| TickActiveGatherActive | |
| TickActiveGatherIdle | |
| TickGameThreadActiveGatherIdle | |
| Complete | |
| UnableToProgress | |
| WaitingForEvents | |
| bool UE::AssetRegistry::Impl::IsDirectoryWatcherEnabled | ( | ) |
If true, defer sorting of dependencies until loading is complete
If true, defer sorting of referencer data until loading is complete, this is enabled by default because of native packages with many referencers
| const FName UE::AssetRegistry::Impl::DestinationObjectFName(TEXT("DestinationObject")) | ( | TEXT("DestinationObject") | ) |
Name of UObjectRedirector property
| float UE::AssetRegistry::Impl::MaxSecondsPerFrame = 0.04f |
|
constexpr |
The max time to spend in UAssetRegistryImpl::Tick
| float UE::AssetRegistry::Impl::MaxSecondsPerTickBackgroundThread = 0.1f |