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Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls.
| Name | FSkinnedAssetAsyncBuildScope |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetAsyncCompileUtils.h |
| Include Path | #include "Engine/SkinnedAssetAsyncCompileUtils.h" |
Syntax
class FSkinnedAssetAsyncBuildScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkinnedAssetAsyncBuildScope
(
const USkinnedAsset* SkinnedAsset |
Engine/SkinnedAssetAsyncCompileUtils.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkinnedAssetAsyncBuildScope() |
Engine/SkinnedAssetAsyncCompileUtils.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SkinnedAssetBeingAsyncCompiled | thread_local const USkinnedAsset * | Only the thread(s) compiling this Skeletal mesh will have full access to protected properties without causing any stalls. | Engine/SkinnedAssetAsyncCompileUtils.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PreviousScope | const USkinnedAsset * | Engine/SkinnedAssetAsyncCompileUtils.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ShouldWaitOnLockedProperties
(
const USkinnedAsset* SkinnedAsset |
Engine/SkinnedAssetAsyncCompileUtils.h |