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Unreal Engine C++ API Reference > Runtime > Core > Containers
Inheritance Hierarchy
- FResourceArrayInterface
- TArray
- TResourceArray
- TSkeletalMeshVertexData
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Containers/DynamicRHIResourceArray.h |
Include | #include "Containers/DynamicRHIResourceArray.h" |
Syntax
template<typename ElementType, uint32 Alignment>
class TResourceArray :
public FResourceArrayInterface ,
public TArray< ElementType, TMemoryImageAllocator< DEFAULT_ALIGNMENT > >
Remarks
A array which allocates memory which can be used for UMA rendering resources. In the dynamically bound RHI, it isn't any different from the default array type, since none of the dynamically bound RHI implementations have UMA.
Constructors
Type | Name | Description | |
---|---|---|---|
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TResourceArray
(
bool InNeedsCPUAccess |
Constructor | |
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TResourceArray
(
TResourceArray&& |
||
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TResourceArray
(
const TResourceArray& |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | BulkSerialize
(
FArchive& Ar, |
Serialize data as a single block. |
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FTypeLayoutDesc & |
Overridden from FResourceArrayInterface
Type | Name | Description | |
---|---|---|---|
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void | Discard () |
Called on non-UMA systems after the RHI has copied the resource data, and no longer needs the CPU's copy. |
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bool | ||
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const void * | ||
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uint32 | ||
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const FTypeLayoutDesc & | ||
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bool | IsStatic () |
|
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void | SetAllowCPUAccess
(
bool bInNeedsCPUAccess |
Sets whether the resource array will be accessed by CPU. |
Operators
Type | Name | Description | |
---|---|---|---|
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TResourceArray & | operator=
(
TResourceArray&& |
|
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TResourceArray & | operator=
(
const TResourceArray& |
|
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TResourceArray & | Assignment operators. |
Classes
Type | Name | Description | |
---|---|---|---|
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InternalLinkType |
Typedefs
Name | Description |
---|---|
DerivedType | |
ParentArrayType | |
Super |
Constants
Name | Description |
---|---|
CounterBase | |
InterfaceType |