#include <IAssetCompilingManager.h>
◆ ~IAssetCompilingManager()
| virtual IAssetCompilingManager::~IAssetCompilingManager |
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inlineprotectedvirtual |
◆ FinishAllCompilation()
| virtual void IAssetCompilingManager::FinishAllCompilation |
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pure virtual |
◆ FinishCompilationForObjects()
Blocks until completion of the requested objects.
◆ GetAssetNameFormat()
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 |
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const |
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pure virtual |
A unique name among all asset compiling manager to identify the type of asset this manager handles.
◆ GetDependentTypeNames()
Return other asset types that should preferably be handled before this one.
◆ GetNumRemainingAssets()
| virtual int32 IAssetCompilingManager::GetNumRemainingAssets |
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const |
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pure virtual |
Returns the number of remaining compilations.
◆ MarkCompilationAsCanceled()
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]
◆ ProcessAsyncTasks() [2/2]
Called once per frame, fetches completed tasks and applies them to the scene.
◆ Shutdown()
◆ FAssetCompilingManager
The documentation for this struct was generated from the following file: