Navigation
API > API/Plugins > API/Plugins/ContentBrowserAssetDataSource
Singleton cache of property tags data for each asset class.
| Name | FAssetPropertyTagCache |
| Type | class |
| Header File | /Engine/Plugins/Editor/ContentBrowser/ContentBrowserAssetDataSource/Source/ContentBrowserAssetDataSource/Public/AssetPropertyTagCache.h |
| Include Path | #include "AssetPropertyTagCache.h" |
Syntax
class FAssetPropertyTagCache
Structs
| Name | Remarks |
|---|---|
| FClassPropertyTagCache | |
| FPropertyTagCache |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClassToCacheMap | TMap< FTopLevelAssetPath, TSharedPtr< FClassPropertyTagCache > > | Mapping of the asset class name to its cache. | AssetPropertyTagCache.h | |
| Lock | FRWLock | AssetPropertyTagCache.h | ||
| PendingClasses | TSet< FTopLevelAssetPath > | Classes we'd like to register but were not loaded when an asset of that type was last scanned | AssetPropertyTagCache.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CachePendingClasses() |
Try and populate the cache with classes which were not reigstered when TryCacheClass was called. | AssetPropertyTagCache.h | |
const FClassPropertyTagCache * FindCacheForClass
(
FTopLevelAssetPath InClassName |
Get the cache for the given asset class if it has been created | AssetPropertyTagCache.h | |
const FClassPropertyTagCache & GetCacheForClass
(
FTopLevelAssetPath InClassName |
Get (or populate) the cache for the given asset class | AssetPropertyTagCache.h | |
void TryCacheClass
(
FTopLevelAssetPath InClassName |
Try and populate the cache for the given class if it is loaded | AssetPropertyTagCache.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FAssetPropertyTagCache & Get() |
Get the singleton instance | AssetPropertyTagCache.h |