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Class that manages asynchronous building of mesh distance fields.
| Name | FCardRepresentationAsyncQueue |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/MeshCardBuild.h |
| Include Path | #include "MeshCardBuild.h" |
Syntax
class FCardRepresentationAsyncQueue : private IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCardRepresentationAsyncQueue() |
MeshCardBuild.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCardRepresentationAsyncQueue() |
MeshCardBuild.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CompletedTasks | TSet< FAsyncCardRepresentationTask * > | Tasks that have completed processing. | MeshCardBuild.h | |
| CriticalSection | FCriticalSection | MeshCardBuild.h | ||
| FAsyncCardRepresentationTaskWorker | friend | MeshCardBuild.h | ||
| MeshUtilities | IMeshUtilities * | MeshCardBuild.h | ||
| Notification | TUniquePtr< FAsyncCompilationNotification > | MeshCardBuild.h | ||
| PendingTasks | TSet< FAsyncCardRepresentationTask * > | Tasks that are waiting on static mesh compilation to proceed | MeshCardBuild.h | |
| PostReachabilityAnalysisHandle | FDelegateHandle | MeshCardBuild.h | ||
| ReferencedTasks | TSet< FAsyncCardRepresentationTask * > | Game-thread managed list of tasks in the async system. | MeshCardBuild.h | |
| ThreadPool | TUniquePtr< FQueuedThreadPool > | MeshCardBuild.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddTask
(
FAsyncCardRepresentationTask* Task |
Adds a new build task. | MeshCardBuild.h | |
void BlockUntilAllBuildsComplete() |
Blocks the main thread until all async builds complete. | MeshCardBuild.h | |
void BlockUntilBuildComplete
(
UStaticMesh* InStaticMesh, |
Blocks the main thread until the async build of the specified mesh is complete. | MeshCardBuild.h | |
void CancelAllOutstandingBuilds() |
Blocks the main thread until the async build are either canceled or completed. | MeshCardBuild.h | |
void CancelBuild
(
UStaticMesh* StaticMesh |
Cancel the build on this specific static mesh or block until it is completed if already started. | MeshCardBuild.h | |
void CancelBuilds
(
const TSet< UStaticMesh* >& InStaticMeshes |
Cancel the build on these meshes or block until they are completed if already started. | MeshCardBuild.h | |
int32 GetNumOutstandingTasks() |
MeshCardBuild.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ProcessAsyncTasks
(
bool bLimitExecutionTime |
Called once per frame, fetches completed tasks and applies them to the scene. | MeshCardBuild.h | |
virtual void Shutdown() |
Blocks until it is safe to shut down (worker threads are idle). | MeshCardBuild.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetStaticAssetTypeName() |
Get the name of the asset type this compiler handles | MeshCardBuild.h |