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| Name | UStreamableRenderAsset |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/StreamableRenderAsset.h |
| Include Path | #include "Engine/StreamableRenderAsset.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UStreamableRenderAsset : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStreamableRenderAsset
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UStreamableRenderAsset
(
const FObjectInitializer& ObjectInitializer |
Engine/StreamableRenderAsset.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UStreamableRenderAsset() |
Destructor | Engine/StreamableRenderAsset.h |
Structs
| Name | Remarks |
|---|---|
| FLODStreamingCallbackPayload |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceMiplevelsToBeResident | uint8 | Override whether to fully stream even if texture hasn't been rendered. | Engine/StreamableRenderAsset.h |
|
| bGlobalForceMipLevelsToBeResident | uint8 | Global and serialized version of ForceMiplevelsToBeResident. | Engine/StreamableRenderAsset.h |
|
| bHasStreamingUpdatePending | uint8 | Whether some mips might be streamed soon. | Engine/StreamableRenderAsset.h |
|
| bIgnoreStreamingMipBias | uint8 | When forced fully resident, ignores the streaming mip bias used to accommodate memory constraints. | Engine/StreamableRenderAsset.h |
|
| bMarkAsEditorStreamingPool | uint8 | Object marked as being part of Editors Pool | Engine/StreamableRenderAsset.h |
|
| NeverStream | uint8 | Engine/StreamableRenderAsset.h |
|
|
| NumCinematicMipLevels | int32 | Number of mip-levels to use for cinematic quality. | Engine/StreamableRenderAsset.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 CalcCumulativeLODSize
(
int32 NumLODs |
Engine/StreamableRenderAsset.h | ||
void CancelPendingStreamingRequest () |
Tries to cancel a pending LOD change request. | Engine/StreamableRenderAsset.h | |
virtual bool DoesMipDataExist
(
const int32 MipIndex |
Engine/StreamableRenderAsset.h | ||
virtual int32 GetCachedLODBias () |
Returns the combined LOD bias based on texture LOD group and LOD bias. | Engine/StreamableRenderAsset.h | |
int32 GetCurrentNoRefStreamingLODBias() |
Engine/StreamableRenderAsset.h | ||
virtual float GetLastRenderTimeForStreaming () |
Get the per-asset last render time. | Engine/StreamableRenderAsset.h | |
virtual int32 GetLODGroupForStreaming() |
Get an integer representation of the LOD group | Engine/StreamableRenderAsset.h | |
virtual FIoFilenameHash GetMipIoFilenameHash
(
const int32 MipIndex |
Engine/StreamableRenderAsset.h | ||
const FPerQualityLevelInt & GetNoRefStreamingLODBias() |
Engine/StreamableRenderAsset.h | ||
virtual EStreamableRenderAssetType GetRenderAssetType() |
Engine/StreamableRenderAsset.h | ||
| Return the streaming state of the render resources. | Engine/StreamableRenderAsset.h | ||
int32 GetStreamingIndex() |
Engine/StreamableRenderAsset.h | ||
bool HasPendingInitOrStreaming
(
bool bWaitForLODTransition |
Whether a stream in / out request is pending. | Engine/StreamableRenderAsset.h | |
virtual void InvalidateLastRenderTimeForStreaming () |
Invalidates per-asset last render time. | Engine/StreamableRenderAsset.h | |
bool IsFullyStreamedIn () |
Whether all miplevels of this texture have been fully streamed in, LOD settings permitting. | Engine/StreamableRenderAsset.h | |
bool IsPendingStreamingRequestLocked () |
Whether there is a pending update and it is locked within an update step. | Engine/StreamableRenderAsset.h | |
bool IsStreamable() |
Whether the current asset render resource is streamable from a gamethread timeline. | Engine/StreamableRenderAsset.h | |
void LinkStreaming() |
Links texture to the texture streaming manager. | Engine/StreamableRenderAsset.h | |
void RegisterMipLevelChangeCallback
(
UPrimitiveComponent* Component, |
Register a callback to get notified when a certain mip or LOD is resident or evicted. | Engine/StreamableRenderAsset.h | |
void RegisterMipLevelChangeCallback
(
UPrimitiveComponent* Component, |
Register a set of callbacks to get notified when new mips/LODs start streaming in and when streaming is complete. | Engine/StreamableRenderAsset.h | |
void RemoveAllMipLevelChangeCallbacks() |
Not thread safe and must be called on GT timeline but not necessarily on GT (e.g. ParallelFor called from GT). | Engine/StreamableRenderAsset.h | |
void RemoveMipLevelChangeCallback
(
UPrimitiveComponent* Component |
Remove mip level change callbacks registered by a component. | Engine/StreamableRenderAsset.h | |
bool RenderResourceSupportsStreaming() |
Whether the current asset render resource is streamable from a gamethread timeline. | Engine/StreamableRenderAsset.h | |
void SetForceMipLevelsToBeResident
(
float Seconds, |
Tells the streaming system that it should force all mip-levels to be resident for a number of seconds. | Engine/StreamableRenderAsset.h |
|
void SetNoRefStreamingLODBias
(
FPerQualityLevelInt NewValue |
Engine/StreamableRenderAsset.h | ||
virtual bool ShouldMipLevelsBeForcedResident() |
Returns whether miplevels should be forced resident. | Engine/StreamableRenderAsset.h | |
virtual bool StreamIn
(
int32 NewMipCount, |
Loads mips from disk to memory. Only usable if the asset is streamable. | Engine/StreamableRenderAsset.h | |
virtual bool StreamOut
(
int32 NewMipCount |
Unload some mips from memory. Only usable if the asset is streamable. | Engine/StreamableRenderAsset.h | |
void TickMipLevelChangeCallbacks
(
TArray< UStreamableRenderAsset* >* DeferredTickCBAssets |
Invoke registered mip level change callbacks. | Engine/StreamableRenderAsset.h | |
void TickStreaming
(
bool bSendCompletionEvents, |
Engine/StreamableRenderAsset.h | ||
void UnlinkStreaming() |
Unlinks texture from the texture streaming manager. | Engine/StreamableRenderAsset.h | |
void WaitForPendingInitOrStreaming
(
bool bWaitForLODTransition, |
Wait for any pending operation (like InitResource and Streaming) to complete. | Engine/StreamableRenderAsset.h | |
void WaitForStreaming
(
bool bWaitForLODTransition, |
Wait for any pending operation and make sure that the asset streamer has performed requested ops on this asset. | Engine/StreamableRenderAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/StreamableRenderAsset.h | ||
virtual bool IsReadyForFinishDestroy() |
Engine/StreamableRenderAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool HasPendingLODTransition() |
Engine/StreamableRenderAsset.h | ||
virtual bool HasPendingRenderResourceInitialization() |
Also returns false if the render resource is non existent, to prevent stalling on an event that will never complete. | Engine/StreamableRenderAsset.h |