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API > API/Plugins > API/Plugins/HairStrandsCore
| Name | FGroomBindingCompilingManager |
| Type | class |
| Header File | /Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Public/GroomBindingCompiler.h |
| Include Path | #include "GroomBindingCompiler.h" |
Syntax
class FGroomBindingCompilingManager : public IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGroomBindingCompilingManager() |
GroomBindingCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasShutdown | bool | GroomBindingCompiler.h | ||
| GroomBindingWithPendingDependencies | TSet< UGroomBindingAsset * > | GroomBindingCompiler.h | ||
| Notification | FAsyncCompilationNotification | GroomBindingCompiler.h | ||
| PostReachabilityAnalysisHandle | FDelegateHandle | GroomBindingCompiler.h | ||
| RegisteredGroomAssets | TMultiMap< class UGroomAsset *, UGroomBindingAsset * > | GroomBindingCompiler.h | ||
| RegisteredGroomBindingAssets | TSet< UGroomBindingAsset * > | GroomBindingCompiler.h | ||
| RegisteredSkeletalMeshes | TMultiMap< class USkeletalMesh *, UGroomBindingAsset * > | GroomBindingCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddGroomBindings
(
TArrayView< UGroomBindingAsset*const > InGroomBindingAssets |
Adds groom binding assets compiled asynchronously so they are monitored. | GroomBindingCompiler.h | |
void AddGroomBindingsWithPendingDependencies
(
TArrayView< UGroomBindingAsset*const > InGroomBindingAssets |
Register groom binding assets to compile once their dependencies are finished compiling. | GroomBindingCompiler.h | |
void FinishCompilation
(
TArrayView< UGroomBindingAsset*const > InGroomBindingAssets |
Blocks until completion of the requested groom binding assets. | GroomBindingCompiler.h | |
EQueuedWorkPriority GetBasePriority
(
UGroomBindingAsset* InGroomBindingAsset |
Returns the priority at which the given groom binding asset should be scheduled. | GroomBindingCompiler.h | |
int32 GetNumRemainingJobs() |
Returns the number of outstanding compilations. | GroomBindingCompiler.h | |
FQueuedThreadPool * GetThreadPool() |
Returns the threadpool where groom binding asset compilation should be scheduled. | GroomBindingCompiler.h | |
bool IsAsyncCompilationAllowed
(
UGroomBindingAsset* InGroomBindingAsset |
Returns if asynchronous compilation is allowed for this groom binding asset. | GroomBindingCompiler.h | |
bool IsAsyncCompilationEnabled() |
Returns true if the feature is currently activated. | GroomBindingCompiler.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishAllCompilation() |
Blocks until completion of all async groom binding asset compilation. | GroomBindingCompiler.h | |
virtual void Shutdown() |
Cancel any pending work and blocks until it is safe to shut down. | GroomBindingCompiler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FGroomBindingCompilingManager & Get() |
GroomBindingCompiler.h |