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API > API/Runtime > API/Runtime/Engine
| Name | FTextureCompilingManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/TextureCompiler.h |
| Include Path | #include "TextureCompiler.h" |
Syntax
class FTextureCompilingManager : private IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTextureCompilingManager() |
TextureCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasShutdown | bool | TextureCompiler.h | ||
| bIsRoutingPostCompilation | bool | TextureCompiler.h | ||
| CurrentPostCompilationDDCKey | FString | TextureCompiler.h | ||
| CurrentPostCompilationTexture | UTexture * | TextureCompiler.h | ||
| DeferredRebuildRequestQueue | UE::TConsumeAllMpmcQueue< TWeakObjectPtr< UTexture > > | TextureCompiler.h | ||
| LastReschedule | double | TextureCompiler.h | ||
| Notification | TUniquePtr< FAsyncCompilationNotification > | TextureCompiler.h | ||
| RegisteredTextureBuckets | TArray< TSet< TWeakObjectPtr< UTexture > > > | TextureCompiler.h | ||
| TexturePostCompileEvent | FTexturePostCompileEvent | Event issued at the end of the compile process | TextureCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddTextures
(
TArrayView< UTexture*const > InTextures |
Adds textures compiled asynchronously so they are monitored. | TextureCompiler.h | |
void FinishCompilation
(
TArrayView< UTexture*const > InTextures |
Blocks until completion of the requested textures. | TextureCompiler.h | |
void ForceDeferredTextureRebuildAnyThread
(
TArrayView< const TWeakObjectPtr< UTexture > > InTextures |
Forces textures to be recompiled asynchronously later. | TextureCompiler.h | |
EQueuedWorkPriority GetBasePriority
(
UTexture* InTexture |
Returns the priority at which the given texture should be scheduled. | TextureCompiler.h | |
int32 GetNumRemainingTextures() |
Returns the number of outstanding texture compilations. | TextureCompiler.h | |
FQueuedThreadPool * GetThreadPool() |
Returns the threadpool where texture compilation should be scheduled. | TextureCompiler.h | |
bool IsAsyncCompilationAllowed
(
UTexture* InTexture |
Returns if asynchronous compilation is allowed for this texture. | TextureCompiler.h | |
bool IsAsyncCompilationCancelable() |
Returns true if the cancelation feature is currently activated. | TextureCompiler.h | |
bool IsAsyncTextureCompilationEnabled() |
Returns true if the feature is currently activated. | TextureCompiler.h | |
bool IsCompilingTexture
(
UTexture* InTexture |
Return true if the texture is currently compiled | TextureCompiler.h | |
FTexturePostCompileEvent & OnTexturePostCompileEvent() |
TextureCompiler.h | ||
bool RequestPriorityChange
(
UTexture* InTexture, |
Request that the texture be processed at the specified priority. | TextureCompiler.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishAllCompilation() |
Blocks until completion of all async texture compilation. | TextureCompiler.h | |
virtual void Shutdown() |
Cancel any pending work and blocks until it is safe to shut down. | TextureCompiler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FTextureCompilingManager & Get() |
TextureCompiler.h | ||
static FName GetStaticAssetTypeName() |
Get the name of the asset type this compiler handles | TextureCompiler.h |