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API > API/Runtime > API/Runtime/Engine
| Name | FActorDeferredScriptManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ActorDeferredScriptManager.h |
| Include Path | #include "ActorDeferredScriptManager.h" |
Syntax
class FActorDeferredScriptManager : private IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorDeferredScriptManager() |
ActorDeferredScriptManager.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NextIndexToProcess | int32 | Where to start on the next ProcessAsyncTasks iteration. | ActorDeferredScriptManager.h | |
| Notification | TUniquePtr< FAsyncCompilationNotification > | Notification for the amount of pending construction scripts to run | ActorDeferredScriptManager.h | |
| NumLeftToProcess | int32 | What's left to process if we were aborted because of execution time limit. | ActorDeferredScriptManager.h | |
| OnAssetChangeDelegateHandle | FDelegateHandle | We need to monitor when static meshes have finished compiling to only work when necessary | ActorDeferredScriptManager.h | |
| OnWorldCleanupDelegateHandle | FDelegateHandle | We need to monitor when worlds are cleaned up to avoid triggering any construction script past this point | ActorDeferredScriptManager.h | |
| PendingConstructionScriptActors | TArray< TWeakObjectPtr< AActor > > | Actors awaiting outstanding asset compilation prior to running their non trivial construction scripts after loading this level. | ActorDeferredScriptManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActor
(
AActor* InActor |
Add an actor for the manager to run the construction of once dependent asset compilation are done (i.e Static Mesh) | ActorDeferredScriptManager.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishAllCompilation() |
Empty implementation since deferred actor scripts are not actually async | ActorDeferredScriptManager.h | |
virtual void Shutdown() |
Cancel any pending work and blocks until it is safe to shut down. | ActorDeferredScriptManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FActorDeferredScriptManager & Get() |
ActorDeferredScriptManager.h | ||
static FName GetStaticAssetTypeName() |
Get the name of the asset type this compiler handles | ActorDeferredScriptManager.h |