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BlueprintCallable factory functions for Async TG_Script Actions. Helps regiser with TG_AsyncTaskManager to keep Task alive and manage its life cycle
| Name | UTG_AsyncTask |
| Type | class |
| Header File | /Engine/Plugins/TextureGraph/Source/TextureGraph/Public/Blueprint/TG_AsyncTask.h |
| Include Path | #include "Blueprint/TG_AsyncTask.h" |
Syntax
UCLASS (MinimalAPI)
class UTG_AsyncTask : public UBlueprintAsyncActionBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UTG_AsyncTask
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTG_AsyncTask
(
const FObjectInitializer& ObjectInitializer |
Blueprint/TG_AsyncTask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RegisterWithTGAsyncTaskManger() |
Call to register this task with a AsyncTaskManager, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away | Blueprint/TG_AsyncTask.h |
Overridden from UBlueprintAsyncActionBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Blueprint/TG_AsyncTask.h | ||
virtual void SetReadyToDestroy() |
Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance and AsyncTaskManager | Blueprint/TG_AsyncTask.h |