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Allows execution of a build to be queued until there is sufficient memory available.
At most one instance of this feature may be registered. Builds are queued before they load input data for local execution of the build. The completion callback will capture the FExecutionResourceContext until the end of the build.
| Name | IBuildSchedulerMemoryQueue |
| Type | class |
| Header File | /Engine/Source/Developer/DerivedDataCache/Public/DerivedDataBuildSchedulerQueue.h |
| Include Path | #include "DerivedDataBuildSchedulerQueue.h" |
Syntax
class IBuildSchedulerMemoryQueue : public IModularFeature
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IBuildSchedulerMemoryQueue() |
DerivedDataBuildSchedulerQueue.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FeatureName | const FLazyName | DerivedDataBuildSchedulerQueue.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Reserve
(
uint64 Memory, |
DerivedDataBuildSchedulerQueue.h |