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A native class for managing streaming assets in and keeping them in memory. AssetManager is the global singleton version of this with blueprint access
| Name | FStreamableManager |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/StreamableManager.h |
| Include Path | #include "Engine/StreamableManager.h" |
Syntax
struct FStreamableManager : public FGCObject
Inheritance Hierarchy
- FGCObject → FStreamableManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStreamableManager
(
const FStreamableManager& |
Not safe to copy or duplicate | Engine/StreamableManager.h | |
| Engine/StreamableManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FStreamableManager() |
Engine/StreamableManager.h |
Structs
| Name | Remarks |
|---|---|
| FRedirectedPath | Map of redirected paths |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TStreamableMap | TMap< FSoftObjectPath, struct FStreamable * > | Map of paths to streamable objects, this will be the post-redirector name | Engine/StreamableManager.h |
| TStreamableRedirects | TMap< FSoftObjectPath, FRedirectedPath > | Engine/StreamableManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AsyncLoadHighPriority | TAsyncLoadPriority | Priority to try and load immediately. | Engine/StreamableManager.h |
| DefaultAsyncLoadPriority | TAsyncLoadPriority | Default priority for all async loads. | Engine/StreamableManager.h |
| DownloadDefaultPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| DownloadHighPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| DownloadLowPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| DownloadVeryHighPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| DownloadVeryLowPriority | FStreamableDownloadPriority | Engine/StreamableManager.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceSynchronousLoads | bool | If True, temporarily force synchronous loading | Engine/StreamableManager.h | |
| FStreamableHandle | friend | Engine/StreamableManager.h | ||
| ManagedActiveHandles | TArray< TSharedRef< FStreamableHandle > > | List of explicitly held handles | Engine/StreamableManager.h | |
| ManagerName | FString | Debug name of this manager | Engine/StreamableManager.h | |
| PendingCombinedHandles | TArray< TSharedRef< FStreamableHandle > > | List of combined handles that are still loading, these need to be here to avoid them being deleted | Engine/StreamableManager.h | |
| StreamableItems | TStreamableMap | Engine/StreamableManager.h | ||
| StreamableRedirects | TStreamableRedirects | Engine/StreamableManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AreAllAsyncLoadsComplete() |
Returns true if all pending async loads have finished for all targets | Engine/StreamableManager.h | |
TSharedPtr< FStreamableHandle > CreateCombinedHandle
(
TConstArrayView< TSharedPtr< FStreamableHandle > > ChildHandles, |
Creates a combined handle, which will wait for other handles to complete before completing. | Engine/StreamableManager.h | |
TSharedPtr< FStreamableHandle > CreateErrorHandle
(
UE::UnifiedError::FError&& Error, |
Creates a canceled handle with an error set. | Engine/StreamableManager.h | |
bool GetActiveHandles
(
const FSoftObjectPath& Target, |
Gets list of handles that are directly referencing this asset, returns true if any found. | Engine/StreamableManager.h | |
const FString & GetManagerName() |
Returns the debug name for this manager | Engine/StreamableManager.h | |
bool IsAsyncLoadComplete
(
const FSoftObjectPath& Target |
Returns true if all pending async loads have finished for this target | Engine/StreamableManager.h | |
TSubclassOf< T > LoadSynchronous
(
const TSoftClassPtr< T >& Target, |
Engine/StreamableManager.h | ||
T * LoadSynchronous
(
const TSoftObjectPtr< T >& Target, |
Engine/StreamableManager.h | ||
T * LoadSynchronous
(
const FSoftObjectPath& Target, |
Typed wrappers | Engine/StreamableManager.h | |
UObject * LoadSynchronous
(
const FSoftObjectPath& Target, |
Synchronously load the referred asset and return the loaded object, or nullptr if it can't be found. | Engine/StreamableManager.h | |
TSharedPtr< FStreamableHandle > RequestAsyncLoad
(
FStreamableAsyncLoadParams&& Params, |
This is the primary streamable operation. | Engine/StreamableManager.h | |
TSharedPtr< FStreamableHandle > RequestAsyncLoad
(
PathContainerType&& TargetsToStream, |
This is the primary streamable operation. | Engine/StreamableManager.h | |
TSharedPtr< FStreamableHandle > RequestSyncLoad
(
PathContainerType&& TargetsToStream, |
Synchronously load a set of assets, and return a handle. | Engine/StreamableManager.h | |
FSoftObjectPath ResolveRedirects
(
const FSoftObjectPath& Target |
Checks for any redirectors that were previously loaded, and returns the redirected target if found. | Engine/StreamableManager.h | |
void SetManagerName
(
FString InName |
Modifies the debug name of this manager, used for debugging GC references | Engine/StreamableManager.h | |
void Unload
(
const FSoftObjectPath& Target |
This will release any managed active handles pointing to the target soft object path, even if they include other requested assets in the same load | Engine/StreamableManager.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
Add referenced objects to stop them from GCing | Engine/StreamableManager.h | |
virtual FString GetReferencerName() |
Engine/StreamableManager.h | ||
| Engine/StreamableManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ShouldStripDebugName() |
Engine/StreamableManager.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStreamableManager & operator=
(
const FStreamableManager& |
Engine/StreamableManager.h |