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| Name | FSkinnedAssetCompilingManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SkinnedAssetCompiler.h |
| Include Path | #include "SkinnedAssetCompiler.h" |
Syntax
class FSkinnedAssetCompilingManager : private IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkinnedAssetCompilingManager() |
SkinnedAssetCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasShutdown | bool | SkinnedAssetCompiler.h | ||
| Notification | TUniquePtr< FAsyncCompilationNotification > | SkinnedAssetCompiler.h | ||
| PostReachabilityAnalysisHandle | FDelegateHandle | SkinnedAssetCompiler.h | ||
| PreGarbageCollectHandle | FDelegateHandle | SkinnedAssetCompiler.h | ||
| RegisteredSkinnedAsset | TSet< TWeakObjectPtr< USkinnedAsset > > | SkinnedAssetCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddSkeletalMeshes
(
TArrayView< class USkeletalMesh*const > InSkeletalMeshes |
Adds skeletal meshes compiled asynchronously so they are monitored. | SkinnedAssetCompiler.h | |
void AddSkinnedAssets
(
TArrayView< USkinnedAsset*const > InSkinnedAssets |
Adds skinned assets compiled asynchronously so they are monitored. | SkinnedAssetCompiler.h | |
void FinishCompilation
(
TArrayView< USkinnedAsset*const > InSkinnedAssets |
Blocks until completion of the requested skinned assets. | SkinnedAssetCompiler.h | |
EQueuedWorkPriority GetBasePriority
(
USkinnedAsset* InSkinnedAsset |
Returns the priority at which the given skinned asset should be scheduled. | SkinnedAssetCompiler.h | |
int32 GetNumRemainingJobs() |
Returns the number of outstanding compilations. | SkinnedAssetCompiler.h | |
FQueuedThreadPool * GetThreadPool() |
Returns the threadpool where skinned asset compilation should be scheduled. | SkinnedAssetCompiler.h | |
bool IsAsyncCompilationAllowed
(
USkinnedAsset* InSkinnedAsset |
Returns if asynchronous compilation is allowed for this skinned asset. | SkinnedAssetCompiler.h | |
bool IsAsyncCompilationEnabled() |
Returns true if the feature is currently activated. | SkinnedAssetCompiler.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishAllCompilation() |
Blocks until completion of all async skinned asset compilation. | SkinnedAssetCompiler.h | |
virtual void Shutdown() |
Cancel any pending work and blocks until it is safe to shut down. | SkinnedAssetCompiler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FSkinnedAssetCompilingManager & Get() |
SkinnedAssetCompiler.h | ||
static FName GetStaticAssetTypeName() |
Get the name of the asset type this compiler handles | SkinnedAssetCompiler.h |