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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- FSharedFromThisBase
- TSharedFromThis
- FStreamableHandle
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/StreamableManager.h |
Include | #include "Engine/StreamableManager.h" |
Syntax
struct FStreamableHandle : public TSharedFromThis< FStreamableHandle >
Remarks
A handle to a synchronous or async load. As long as the handle is Active, loaded assets will stay in memory
Constructors
Type | Name | Description | |
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FStreamableHandle
(
const FStreamableHandle& |
Not safe to copy or duplicate |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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void | AddContextData
(
const TSharedPtr< T >& NewData |
Unconditionally adds a contextual data struct to this handle. Uniqueness is not enforced. |
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bool | BindCancelDelegate
(
FStreamableDelegate NewDelegate |
Bind delegate that is called if handle is canceled, only works if loading is in progress. |
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bool | BindCompleteDelegate
(
FStreamableDelegate NewDelegate |
Bind delegate that is called when load completes, only works if loading is in progress. |
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bool | BindUpdateDelegate
(
FStreamableUpdateDelegate NewDelegate |
Bind delegate that is called periodically as delegate updates, only works if loading is in progress. |
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void | CancelHandle () |
Cancel a request, callable from within the manager or externally This will immediately release the handle even if it is still in progress, and call the cancel callback if bound This stops the completion callback from happening, even if it is in the delayed callback queue |
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TSharedPtr< FStreamableHandle > | CreateCombinedHandle
(
const TConstArrayView< TSharedPtr< FStreamableHandle > >& OtherHandles |
Creates a new merged handle which contains this handle as well as any external handles. |
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void | ExecuteDelegate
(
const FStreamableDelegate& Delegate, |
Calls a StreamableDelegate, this will add to the delayed callback queue depending on s.StreamableDelegateDelayFrames |
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void | ExecuteDelegate
(
FStreamableDelegate&& Delegate, |
Overload taking the Delegate by rvalue. |
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TSharedPtr< T > | Finds the first instance of a contextual data struct which is attached to this handle. | |
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TSharedPtr< FStreamableHandle > | FindMatchingHandle
(
TFunction< bool(const FStreamableHandle&)> Predicate |
Return a TSharedPtr of the first handle among this and descendants which satisfies the predicate. |
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T & | Gives you a mutable reference to a contextual data struct of the specified type. | |
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void | ForEachLoadedAsset
(
CallableT Callable |
Invokes a callable for each loaded asset if load has succeeded. |
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TArray< TSharedPtr< T > > | Finds all instances of a contextual data struct which are attached to this handle | |
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ECookLoadType | ||
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const FString & | GetDebugName () |
Returns the debug name for this handle. |
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T * | Templated version of above | |
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UObject * | Returns first asset in requested asset list, if it's been successfully loaded. | |
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void | GetLoadedAssets
(
TArray< UObject* >& LoadedAssets |
Adds all loaded assets if load has succeeded. Some entries will be null if loading failed |
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void | GetLoadedAssets
(
TArray< T* >& LoadedAssets |
Templated version of above. Entries that fail to cast will also be null. |
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void | GetLoadedCount
(
int32& LoadedCount, |
Returns number of assets that have completed loading out of initial list, failed loads will count as loaded |
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TSharedPtr< FStreamableHandle > | Crawls out to the outermost handle and returns it. | |
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FStreamableManager * | Get the StreamableManager for this handle | |
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TAsyncLoadPriority | GetPriority () |
Returns the streaming priority. |
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float | GetProgress () |
Returns progress as a value between 0.0 and 1.0. |
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void | GetRequestedAssets
(
TArray< FSoftObjectPath >& AssetList, |
Gets list of assets references this load was started with. |
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bool | Check to see whether or not the Cancel delegate is bound; useful for doing extra work before/without stomping the existing delegate. | |
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bool | Check to see whether or not the Complete delegate is bound; useful for doing extra work before/without stomping the existing delegate. | |
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bool | If this request has finished loading, meaning all available assets were loaded Any assets that failed to load will still be null This can be true before the completion callback has happened as it may be in the delayed callback queue | |
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bool | Returns true if we've done all the loading we can now, ie all handles are either completed or stalled | |
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bool | Check to see whether or not the Update delegate is bound; useful for doing extra work before/without stomping the existing delegate. | |
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bool | IsActive () |
If this handle is still active, meaning it wasn't canceled or released |
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bool | Returns true if this is a combined handle that depends on child handles. | |
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bool | True if load is still ongoing and we haven't been cancelled | |
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bool | IsStalled () |
If this handle is stalled and waiting for another event to occur before it is actually requested |
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void | Release this handle. | |
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void | SetDebugNameIfEmptyOrDefault
(
const FString& NewName |
Allows user code to provide a more detailed name in the cases where a name is autogenerated or otherwise default. |
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void | Tells a stalled handle to start its actual request. | |
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EAsyncPackageState::Type | WaitUntilComplete
(
float Timeout, |
Blocks until the requested assets have loaded. |
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bool | WasCanceled () |
If this request was cancelled. |
Operators
Type | Name | Description | |
---|---|---|---|
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FStreamableHandle & | operator=
(
const FStreamableHandle& |