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A build job is responsible for the execution of one build.
Jobs typically proceed through each one of a sequence of states, though a state may be skipped if the action was found in the cache or if the scheduler finds duplicate jobs for a definition or an action.
The job depends on the build scheduler to move it through its states. That relationship allows the scheduler more control over resources such as: memory, compute, storage, network.
| Name | IBuildJob |
| Type | class |
| Header File | /Engine/Source/Developer/DerivedDataCache/Public/DerivedDataBuildJob.h |
| Include Path | #include "DerivedDataBuildJob.h" |
Syntax
class IBuildJob
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
IBuild & GetBuild() |
Returns the build system associated with this job. | DerivedDataBuildJob.h | |
ICache * GetCache() |
Returns the cache associated with this job. | DerivedDataBuildJob.h | |
const FUtf8SharedString & GetFunction() |
Returns the name of the function to build with, or "Unknown" if not resolved yet. | DerivedDataBuildJob.h | |
const FSharedString & GetName() |
Returns the name by which to identify this job for logging and profiling. | DerivedDataBuildJob.h | |
void SetOutput
(
const FBuildOutput& Output |
Called by the scheduler if it has cached output compatible with the build policy. | DerivedDataBuildJob.h | |
void SkipExecuteRemote() |
Called by the scheduler to skip remote execution and fall back to local execution if permitted. | DerivedDataBuildJob.h | |
void StepExecution() |
Called by the scheduler to continue this job on the calling thread. | DerivedDataBuildJob.h |