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Unreal Engine C++ API Reference > Editor > UnrealEd
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h |
Include | #include "AssetDeleteModel.h" |
Syntax
class FAssetDeleteModel
Remarks
The model behind a delete operation, which is an asynchronous process because of all the checks that must be performed against the GC for UObjects, and looking up references for assets through the asset registry.
Constructors
Type | Name | Description | |
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FAssetDeleteModel
(
const TArray< UObject* >& InObjectsToDelete |
Constructor |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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void | AddObjectToDelete
(
UObject* InObject |
Add an object to the list of pending deleted assets, this will invalidate the scanning state. |
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bool | CanDelete () |
Returns true if it is valid to delete the current objects with no problems. |
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bool | Returns true if it is valid to force the delete of the current assets. | |
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bool | Returns true if it's valid to replace the references of the pending deleted objects. | |
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bool | CanReplaceReferencesWith
(
const FAssetData& InAssetData |
Returns true if it is valid to force the delete of the current assets with the provided asset. |
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void | Deletes any source content files referenced by the assets | |
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bool | DoDelete () |
Performs the delete if it's possible. |
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bool | Performs a force delete on the pending deleted assets if possible. | |
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bool | DoReplaceReferences
(
const FAssetData& ReplaceReferencesWith |
Performs the replace references action if possible with the provided asset. |
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const TSet< FName > & | Gets the packages of the assets on disk that reference the pending deleted objects; won't be accurate until the scanning process completes. | |
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int32 | Gets the number of objects successfully deleted. | |
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const TArray< TSharedPtr< FPendingDelete > > * | Returns the pending deleted assets. | |
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const TMap< FString, int32 > & | Returns a map of currently discovered source content files, and the number of times they are referenced by non-deleted assets | |
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float | GetProgress () |
Gets the 0..1 progress of the scanning. |
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FText | Gets the current text to display for the current progress of the scanning. | |
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EState | GetState () |
Returns the current state of the deletion process |
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bool | Goes to the next actor in the loaded level if it is available | |
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bool | Check whether we have any source files residing under monitored, mounted paths to delete | |
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bool | Is any of the pending deleted assets being referenced in memory. | |
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bool | Is any of the pending deleted assets being referenced in the undo stack. | |
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bool | IsAssetInPendingDeletes
(
const FName& PackageName |
Returns true if the package is one of the pending deleted assets. |
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bool | IsObjectInPendingDeletes
(
const UObject* InObject |
Returns true if the object is one of the pending deleted assets. |
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FOnStateChanged & | ||
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void | Tick
(
const float InDeltaTime |
Ticks the delete model which does a little work before returning so that we don't completely block when deleting a lot of things. |
Classes
Type | Name | Description | |
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FOnStateChanged | Fires whenever the state changes. |
Enums
Type | Name | Description | |
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EState | States used to manage the async deletion process. |