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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StreamableManager.h>
Inheritance diagram for FStreamableManager:Static Public Attributes | |
| static constexpr TAsyncLoadPriority | DefaultAsyncLoadPriority = UE::StreamableManager::Private::DefaultAsyncLoadPriority |
| static constexpr TAsyncLoadPriority | AsyncLoadHighPriority = UE::StreamableManager::Private::AsyncLoadHighPriority |
| static constexpr FStreamableDownloadPriority | DownloadVeryLowPriority = UE::StreamableManager::Private::DownloadVeryLowPriority |
| static constexpr FStreamableDownloadPriority | DownloadLowPriority = UE::StreamableManager::Private::DownloadLowPriority |
| static constexpr FStreamableDownloadPriority | DownloadDefaultPriority = UE::StreamableManager::Private::DownloadDefaultPriority |
| static constexpr FStreamableDownloadPriority | DownloadHighPriority = UE::StreamableManager::Private::DownloadHighPriority |
| static constexpr FStreamableDownloadPriority | DownloadVeryHighPriority = UE::StreamableManager::Private::DownloadVeryHighPriority |
Static Public Attributes inherited from FGCObject | |
| static COREUOBJECT_API UGCObjectReferencer * | GGCObjectReferencer = nullptr |
Additional Inherited Members | |
Public Types inherited from FGCObject | |
| enum class | EFlags : uint32 { None = 0 , RegisterLater = 1 << 0 , AddStableNativeReferencesOnly = 1 << 1 } |
Static Public Member Functions inherited from FGCObject | |
| static COREUOBJECT_API void | StaticInit () |
A native class for managing streaming assets in and keeping them in memory. AssetManager is the global singleton version of this with blueprint access
| FStreamableManager::FStreamableManager | ( | ) |
| FStreamableManager::~FStreamableManager | ( | ) |
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delete |
Not safe to copy or duplicate
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overridevirtual |
Add referenced objects to stop them from GCing
Implements FGCObject.
| bool FStreamableManager::AreAllAsyncLoadsComplete | ( | ) | const |
Returns true if all pending async loads have finished for all targets
| TSharedPtr< FStreamableHandle > FStreamableManager::CreateCombinedHandle | ( | TConstArrayView< TSharedPtr< FStreamableHandle > > | ChildHandles, |
| FString | DebugName = FStreamableHandle::HandleDebugName_CombinedHandle, |
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| EStreamableManagerCombinedHandleOptions | Options = EStreamableManagerCombinedHandleOptions::None, |
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| FStreamableAsyncLoadParams && | Params = FStreamableAsyncLoadParams{}, |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
Creates a combined handle, which will wait for other handles to complete before completing. The child handles will be held as hard references as long as this handle is active.
| ChildHandles | List of handles to wrap into this one |
| DebugName | [optional] Name of this handle, will be reported in debug tools |
| Options | [optional] Additional flags that let you specify how the combined handle will be constructed |
| Params | [optional] Load Parameters. TargetsToStream, Priority, bManageActiveHandle, bStartStalled and DownloadParams are ignored |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
| TSharedPtr< FStreamableHandle > FStreamableManager::CreateErrorHandle | ( | UE::UnifiedError::FError && | Error, |
| FStreamableAsyncLoadParams && | Params, | ||
| FString | DebugName = FStreamableHandle::HandleDebugName_CombinedHandle, |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
Creates a canceled handle with an error set. Does not do any loading. Does not manage the handle. Useful in situations where a handle needs to be returned with an error without starting an actual load occuring.
| Error | The error to set on the handle |
| Params | Load Parameters |
| DownloadParams | Additional Parameters to control downloading |
| DebugName | [optional] Name of this handle, will be reported in debug tools |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
| bool FStreamableManager::GetActiveHandles | ( | const FSoftObjectPath & | Target, |
| TArray< TSharedRef< FStreamableHandle > > & | HandleList, | ||
| bool | bOnlyManagedHandles = false |
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| ) | const |
Gets list of handles that are directly referencing this asset, returns true if any found. Combined Handles will not be returned by this function.
| Target | Asset to get active handles for |
| HandleList | Fill in list of active handles |
| bOnlyManagedHandles | If true, only return handles that are managed by this manager, other active handles are skipped |
| const FString & FStreamableManager::GetManagerName | ( | ) | const |
Returns the debug name for this manager
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inlineoverridevirtual |
Overload this method to report a name for your referencer
Implements FGCObject.
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overridevirtual |
Overload this method to report how the specified object is referenced, if necessary
Reimplemented from FGCObject.
| bool FStreamableManager::IsAsyncLoadComplete | ( | const FSoftObjectPath & | Target | ) | const |
Returns true if all pending async loads have finished for this target
| UObject * FStreamableManager::LoadSynchronous | ( | const FSoftObjectPath & | Target, |
| bool | bManageActiveHandle = false, |
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| TSharedPtr< FStreamableHandle > * | RequestHandlePointer = nullptr, |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
Synchronously load the referred asset and return the loaded object, or nullptr if it can't be found. This can be very slow and may stall the game thread for several seconds.
| Target | Specific asset to load off disk |
| bManageActiveHandle | [optional] If true, the manager will keep the streamable handle active until explicitly released |
| RequestHandlePointer | [optional] If non-null, this will set the handle to the handle used to make this request. This useful for later releasing the handle |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
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inline |
Typed wrappers
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inline |
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inline |
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delete |
| TSharedPtr< FStreamableHandle > FStreamableManager::RequestAsyncLoad | ( | FStreamableAsyncLoadParams && | Params, |
| FString | DebugName = FString(), |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
This is the primary streamable operation. Requests streaming of one or more target objects. When complete, a delegate function is called. Returns a Streamable Handle.
| Params | Load Parameters |
| DebugName | [optional] Name of this handle, either FString or anything that can construct FString, will be reported in debug tools |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
| TSharedPtr< FStreamableHandle > FStreamableManager::RequestAsyncLoad | ( | PathContainerType && | TargetsToStream, |
| FuncType && | DelegateToCall = FStreamableDelegateWithHandle(), |
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| TAsyncLoadPriority | Priority = DefaultAsyncLoadPriority, |
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| bool | bManageActiveHandle = false, |
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| bool | bStartStalled = false, |
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| FString | DebugName = FString(), |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
This is the primary streamable operation. Requests streaming of one or more target objects. When complete, a delegate function is called. Returns a Streamable Handle.
| TargetsToStream | Assets to load off disk |
| DelegateToCall | [optional] Delegate to call when load finishes. Will be called on the next tick if asset is already loaded, or many seconds later |
| Priority | [optional] Priority to pass to the streaming system, higher priority will be loaded first |
| bManageActiveHandle | [optional] If true, the manager will keep the streamable handle active until explicitly released |
| bStartStalled | [optional] If true, the handle will start in a stalled state and will not attempt to actually async load until StartStalledHandle is called on it |
| DebugName | [optional] Name of this handle, either FString or anything that can construct FString |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
| TSharedPtr< FStreamableHandle > FStreamableManager::RequestSyncLoad | ( | PathContainerType && | TargetsToStream, |
| bool | bManageActiveHandle = false, |
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| FString | DebugName = FString(), |
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| UE::FSourceLocation | Location = UE::FSourceLocation::Current() |
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| ) |
Synchronously load a set of assets, and return a handle. This can be very slow and may stall the game thread for several seconds.
| TargetsToStream | Assets to load off disk |
| bManageActiveHandle | [optional] If true, the manager will keep the streamable handle active until explicitly released |
| DebugName | [optional] Name of this handle, either FString or anything that can construct FString |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location. That location is used for debug tools output. |
| FSoftObjectPath FStreamableManager::ResolveRedirects | ( | const FSoftObjectPath & | Target | ) | const |
Checks for any redirectors that were previously loaded, and returns the redirected target if found. This will not handle redirects that it doesn't yet know about
| void FStreamableManager::SetManagerName | ( | FString | InName | ) |
Modifies the debug name of this manager, used for debugging GC references
| void FStreamableManager::Unload | ( | const FSoftObjectPath & | Target | ) |
This will release any managed active handles pointing to the target soft object path, even if they include other requested assets in the same load
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