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Unreal Engine C++ API Reference > Plugins > USDClasses
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UUsdAssetCache
References
Module | USDClasses |
Header | /Engine/Plugins/Importers/USDImporter/Source/USDClasses/Public/USDAssetCache.h |
Include | #include "USDAssetCache.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"UsdAssetCache_Deprecated"&41;&41;
class UUsdAssetCache : public UObject
Remarks
Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CacheAsset
(
const FString& Hash, |
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void | DiscardAsset
(
const FString& Hash |
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TSet< UObject * > | Returns assets that aren't marked as stale | |
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UObject * | GetAssetForPrim
(
const FString& PrimPath |
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TMap< FString, TWeakObjectPtr< UObject > > | ||
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UObject * | GetCachedAsset
(
const FString& Hash |
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TMap< FString, TObjectPtr< UObject > > | ||
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FString | GetHashForAsset
(
UObject* Asset |
Returns the hash used as a key for an asset, in case we own it. Returns the empty string otherwise. |
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int32 | GetNumAssets () |
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FString | GetPrimForAsset
(
UObject* Asset |
Returns the first prim path associated with an asset (see TMap::FindKey) |
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bool | IsAssetOwnedByCache
(
UObject* Asset |
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void | LinkAssetToPrim
(
const FString& PrimPath, |
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void | Every time an asset is retrieved/inserted we add it to ActiveAssets. | |
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void | RemoveAssetPrimLink
(
const FString& PrimPath |
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void | Reset () |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | We need to be serializable so that AUsdStageActor can duplicate us for PIE. |