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A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed. Should only be used during short periods when there is no new objects created and no object dependency changes. (i.e. Scene update after asset compilation).
| Name | FObjectCacheContextScope |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ObjectCacheContext.h |
| Include Path | #include "ObjectCacheContext.h" |
Syntax
class FObjectCacheContextScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectCacheContextScope() |
ObjectCacheContext.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FObjectCacheContextScope() |
ObjectCacheContext.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsOwner | bool | Scopes can be stacked over one another, but only the outermost will own the actual context and destroy it at the end, all inner scopes will feed off the already existing one and will not own it. | ObjectCacheContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectCacheContext & GetContext() |
ObjectCacheContext.h |