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This class provides a framework for loading and unloading the texture/mesh LODs. Each thread essentially calls Tick() until the job is done. The object can be safely deleted when IsCompleted() returns true.
| Name | FRenderAssetUpdate |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/RenderAssetUpdate.h |
| Include Path | #include "RenderAssetUpdate.h" |
Syntax
class FRenderAssetUpdate : public IRefCountedObject
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRenderAssetUpdate
(
const UStreamableRenderAsset* InAsset |
RenderAssetUpdate.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FRenderAssetUpdate() |
RenderAssetUpdate.h |
Classes
| Name | Remarks |
|---|---|
| FMipUpdateTask | An async task used to call tick on the pending update. |
Enums
Public
| Name | Remarks |
|---|---|
| ETaskState | The state of scheduled work for the update process. |
| EThreadType | A thread type used for doing a part of the update process. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAsyncMipUpdateTask | FAutoDeleteAsyncTask< FMipUpdateTask > | The async task to update this object, only one can be active at anytime. | RenderAssetUpdate.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NumRefs | FThreadSafeCounter | Ref couting | RenderAssetUpdate.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Abort () |
Cancel the current update. | RenderAssetUpdate.h | |
virtual bool CanAbandon () |
Allows the update to be decoupled from its UStreamableRenderAsset so it can be independently garbage collected. | RenderAssetUpdate.h | |
ETaskState DoLock() |
Perform a lock on the object, preventing any other thread from processing a pending task in Tick(). | RenderAssetUpdate.h | |
void DoUnlock
(
ETaskState PreviousTaskState |
Release any lock on the object, allowing other thread to modify it. | RenderAssetUpdate.h | |
EThreadType GetRelevantThread() |
Return the thread relevant to the next step of execution. | RenderAssetUpdate.h | |
bool IsCancelled() |
Returns whether the task was aborted through Abort() or cancelled. | RenderAssetUpdate.h | |
bool IsCompleted() |
Returns whether the task has finished executing and there is no other thread possibly accessing it. | RenderAssetUpdate.h | |
bool IsLocked() |
RenderAssetUpdate.h | ||
bool IsSuccessfullyFinished() |
Returns whether this update has finished successfully. | RenderAssetUpdate.h | |
virtual void OnAbandoned() |
Called when the asset update is being abandoned. Execute any task abandon specific cleanup here. | RenderAssetUpdate.h | |
void Tick
(
EThreadType InCurrentThread |
Do or schedule any pending work for a given texture. | RenderAssetUpdate.h |
Overridden from IRefCountedObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FReturnedRefCountValue AddRef() |
RenderAssetUpdate.h | ||
virtual uint32 GetRefCount() |
RenderAssetUpdate.h | ||
virtual uint32 Release() |
RenderAssetUpdate.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void MarkAsCancelled () |
Set the task state as cancelled. | RenderAssetUpdate.h | |
void MarkAsSuccessfullyFinished() |
RenderAssetUpdate.h | ||
void ScheduleAsyncTask() |
RenderAssetUpdate.h | ||
void ScheduleGTTask() |
RenderAssetUpdate.h | ||
void ScheduleRenderTask() |
RenderAssetUpdate.h | ||
ETaskState TickInternal
(
EThreadType InCurrentThread, |
RenderAssetUpdate.h |