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Unreal Engine C++ API Reference > Plugins
Classes
Type | Name | Description | |
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FBackPingCommand | ||
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FCommandQueue | ||
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FCompletedTaskCommand | ||
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FDatasmithDispatcher | Handle a list of tasks, and a set of external workers to consume them. | |
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FDatasmithDispatcherModule | This module exposes additional features for assets containing CoreTech data. | |
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FDatasmithWorkerHandler | Handle a Worker by socket communication. | |
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FImportParametersCommand | ||
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FMessageHeader | Uint8 hash[20]; FSHA1::HashBuffer(const void Data, uint64 DataSize, uint8 OutHash); | |
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FNetworkClientNode | Create, Connect sequence. | |
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FNetworkNode | ||
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FNetworkServerNode | Create, Bind, Listen, Accept sequence. | |
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FPingCommand | ||
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FRunTaskCommand | ||
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FTask | ||
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FTerminateCommand | ||
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ICommand |
Typedefs
Name | Description |
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ETaskState |
Enums
Type | Name | Description | |
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DatasmithDispatcher::ECommandId | Copyright Epic Games, Inc. All Rights Reserved. | |
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DatasmithDispatcher::SocketErrorCode | Copyright Epic Games, Inc. All Rights Reserved. |
Variables
Type | Name | Description | |
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constexpr double | AcceptTimeout_s | Server side timeout for connection with the client. |
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constexpr bool | CloseProcessByCommand | When true, a Terminate command is sent to the processor and we wait for TerminateTimeout_s seconds for it to close, before a hard TerminateProc. |
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constexpr double | ConnectTimeout_s | Client side timeout for connection with the server. |
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constexpr double | IdleLoopDelay | Delay between successive checks for a new task, and validation of the connection. |
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constexpr int32 | MaxRestartAllowed | Number of worker instance that can be restarted when a crash occurs in en external process. |
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constexpr double | ProcessingLoopDelay | Delay between successive validation of the connection. |
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constexpr double | SendCommandTimeout_s | Maximum time we accept to wait when a command is sent. |
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constexpr double | TerminateTimeout_s | Maximum time we accept to wait for the process to close after a Terminate command has been sent. |