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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AssetRegistryImpl.h>
Public Types | |
| enum class | EEvent : uint32 { Added , Removed , Updated , UpdatedOnDisk , MAX } |
Public Member Functions | |
| void | Clear () |
| bool | IsEmpty () const |
| void | Append (FEventContext &&Other) |
Public Attributes | |
| TOptional< IAssetRegistry::FFileLoadProgressUpdateData > | ProgressUpdateData |
| TArray< TPair< FString, EEvent > > | PathEvents |
| TArray< TPair< FAssetData, EEvent > > | AssetEvents |
| TArray< TPair< FName, EEvent > > | VerseEvents |
| TArray< FString > | RequiredLoads |
| TArray< FString > | BlockedFiles |
| bool | bFileLoadedEventBroadcast = false |
| bool | bScanStartedEventBroadcast = false |
| bool | bHasSentFileLoadedEventBroadcast = false |
| bool | bKnownGathersCompleteEventBroadcast = false |
Stores events that need to be broadcasted from the AssetRegistry; these events are added to by functions within a lock, and are broadcast after the lock is dropped. The broadcast is also deferred until on the GameThread.
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strong |
| void UE::AssetRegistry::Impl::FEventContext::Append | ( | FEventContext && | Other | ) |
Add all events from other onto this context's collection of events
| void UE::AssetRegistry::Impl::FEventContext::Clear | ( | ) |
Remove all stored events
| bool UE::AssetRegistry::Impl::FEventContext::IsEmpty | ( | ) | const |
Report whether this context has any stored events
| TArray<TPair<FAssetData, EEvent> > UE::AssetRegistry::Impl::FEventContext::AssetEvents |
| TArray<FString> UE::AssetRegistry::Impl::FEventContext::BlockedFiles |
| TOptional<IAssetRegistry::FFileLoadProgressUpdateData> UE::AssetRegistry::Impl::FEventContext::ProgressUpdateData |
| TArray<FString> UE::AssetRegistry::Impl::FEventContext::RequiredLoads |