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The UUsdAssetCache2 can track all the UObjects that are referencing assets, so that it knows when to discard an unreferenced asset.
This struct lets you specify a single UObject that will be automatically used as the referencer for the given asset cache for the duration of the scope.
Usage: FUsdScopedAssetCacheReferencer ScopedReferencer{ StageActor->UsdAssetCache, StageActor }; StageActor->SetRootLayer(MyRootLayer); // Adds assets to the cache
| Name | FUsdScopedAssetCacheReferencer |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDClasses/Public/USDAssetCache2.h |
| Include Path | #include "USDAssetCache2.h" |
Syntax
struct FUsdScopedAssetCacheReferencer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| USDAssetCache2.h | |||
| USDAssetCache2.h | |||
| USDAssetCache2.h | |||
FUsdScopedAssetCacheReferencer
(
UUsdAssetCache2* InAssetCache, |
USDAssetCache2.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FUsdScopedAssetCacheReferencer() |
USDAssetCache2.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetCache | TWeakObjectPtr< UUsdAssetCache2 > | USDAssetCache2.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| USDAssetCache2.h | |||
| USDAssetCache2.h |