UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IAssetCompilingManager Struct Referenceabstract

#include <IAssetCompilingManager.h>

+ Inheritance diagram for IAssetCompilingManager:

Public Member Functions

virtual FName GetAssetTypeName () const =0
 
virtual FTextFormat GetAssetNameFormat () const =0
 
virtual TArrayView< FNameGetDependentTypeNames () const =0
 
virtual int32 GetNumRemainingAssets () const =0
 
virtual void FinishCompilationForObjects (TArrayView< UObject *const > InObjects)
 
virtual void MarkCompilationAsCanceled (TArrayView< UObject *const > InObjects)
 
virtual void FinishAllCompilation ()=0
 
virtual void Shutdown ()=0
 

Protected Member Functions

virtual void ProcessAsyncTasks (bool bLimitExecutionTime=false)=0
 
virtual void ProcessAsyncTasks (const AssetCompilation::FProcessAsyncTaskParams &Params)
 
virtual ~IAssetCompilingManager ()
 

Friends

class FAssetCompilingManager
 

Constructor & Destructor Documentation

◆ ~IAssetCompilingManager()

virtual IAssetCompilingManager::~IAssetCompilingManager ( )
inlineprotectedvirtual

Member Function Documentation

◆ FinishAllCompilation()

virtual void IAssetCompilingManager::FinishAllCompilation ( )
pure virtual

Blocks until completion of all assets.

Implemented in FShaderCompilingManager.

◆ FinishCompilationForObjects()

virtual void IAssetCompilingManager::FinishCompilationForObjects ( TArrayView< UObject *const >  InObjects)
inlinevirtual

Blocks until completion of the requested objects.

◆ GetAssetNameFormat()

virtual FTextFormat IAssetCompilingManager::GetAssetNameFormat ( ) const
pure virtual

Returns an FTextFormat representing a localized singular/plural formatter for this resource name.

Note: Should be in a similar form as "{0}|plural(one=Singular Name,other=Plural Name)"

◆ GetAssetTypeName()

virtual FName IAssetCompilingManager::GetAssetTypeName ( ) const
pure virtual

A unique name among all asset compiling manager to identify the type of asset this manager handles.

◆ GetDependentTypeNames()

virtual TArrayView< FName > IAssetCompilingManager::GetDependentTypeNames ( ) const
pure virtual

Return other asset types that should preferably be handled before this one.

◆ GetNumRemainingAssets()

virtual int32 IAssetCompilingManager::GetNumRemainingAssets ( ) const
pure virtual

Returns the number of remaining compilations.

◆ MarkCompilationAsCanceled()

virtual void IAssetCompilingManager::MarkCompilationAsCanceled ( TArrayView< UObject *const >  InObjects)
inlinevirtual

Mark compilation of the provided objects as canceled. This is a hint that the compilations are no longer needed and may leave the objects in a bad state. There is no guarantee that anything will be canceled, but if supported, it might remove heavy CPU work earlier. If you need to make sure that any activity is done on these objects, a call to FinishCompilationForObjects is still required.

◆ ProcessAsyncTasks() [1/2]

virtual void IAssetCompilingManager::ProcessAsyncTasks ( bool  bLimitExecutionTime = false)
protectedpure virtual

Called once per frame, fetches completed tasks and applies them to the scene.

Implemented in FDistanceFieldAsyncQueue, and FCardRepresentationAsyncQueue.

◆ ProcessAsyncTasks() [2/2]

virtual void IAssetCompilingManager::ProcessAsyncTasks ( const AssetCompilation::FProcessAsyncTaskParams Params)
inlineprotectedvirtual

Called once per frame, fetches completed tasks and applies them to the scene.

◆ Shutdown()

virtual void IAssetCompilingManager::Shutdown ( )
pure virtual

Cancel any pending work and blocks until it is safe to shut down.

Implemented in FDistanceFieldAsyncQueue, FCardRepresentationAsyncQueue, and FShaderCompilingManager.

Friends And Related Symbol Documentation

◆ FAssetCompilingManager


The documentation for this struct was generated from the following file: