Navigation
API > API/Runtime > API/Runtime/Engine
Inheritance Hierarchy
- IAssetCompilingManager
- FCardRepresentationAsyncQueue
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/MeshCardBuild.h |
| Include | #include "MeshCardBuild.h" |
Syntax
class FCardRepresentationAsyncQueue : private IAssetCompilingManager
Remarks
Class that manages asynchronous building of mesh distance fields.
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddTask
(
FAsyncCardRepresentationTask* Task |
Adds a new build task. | |
| void | Blocks the main thread until all async builds complete. | ||
| void | BlockUntilBuildComplete
(
UStaticMesh* InStaticMesh, |
Blocks the main thread until the async build of the specified mesh is complete. | |
| void | Blocks the main thread until the async build are either canceled or completed. | ||
| void | CancelBuild
(
UStaticMesh* StaticMesh |
Cancel the build on this specific static mesh or block until it is completed if already started. | |
| void | CancelBuilds
(
const TSet< UStaticMesh* >& InStaticMeshes |
Cancel the build on these meshes or block until they are completed if already started. | |
| int32 | |||
| FName | Get the name of the asset type this compiler handles |
Overridden from IAssetCompilingManager
| Type | Name | Description | |
|---|---|---|---|
| void | ProcessAsyncTasks
(
bool bLimitExecutionTime |
Called once per frame, fetches completed tasks and applies them to the scene. | |
| void | Shutdown () |
Blocks until it is safe to shut down (worker threads are idle). |